Search found 105 matches

by icaro56
Mon Apr 25, 2016 3:56 pm
Forum: Ogre 2.0+
Topic: Ogre3D as a complete game engine
Replies: 13
Views: 1537

Re: Ogre3D as a complete game engine

I said another Ogre project. The actual Ogre3d would be the rendering engine. The experts programmers could create their own engines yet. :D
by icaro56
Mon Apr 25, 2016 3:12 pm
Forum: Ogre 2.0+
Topic: Ogre3D as a complete game engine
Replies: 13
Views: 1537

Re: Ogre3D as a complete game engine

Yes, Ogre is a rendering engine. But, the attention of programmers end up dissolving. For this reason I talk about an official game engine to focus all game developers in the same engine. But like you said, the team is very small and it would be difficult for them to have to develop another project.
by icaro56
Mon Apr 25, 2016 2:41 pm
Forum: Ogre 2.0+
Topic: Ogre3D as a complete game engine
Replies: 13
Views: 1537

Ogre3D as a complete game engine

Are there some project to transform the Ogre3D in a complete game engine? I get a little sad seeing others game engine like: Unity, Unreal, "beta Amazon Game Engine" and etc "stealing" the programmers who used Ogre3D. I know there's some game engines as NeoAxis and Ogitor, but they do not have the p...
by icaro56
Fri Feb 13, 2015 12:46 pm
Forum: Ogre 2.0+
Topic: Ogitor for OGRE 2.0
Replies: 111
Views: 9591

Re: Ogitor for OGRE 2.0

Ogitor uses bullet.

I was trying to use the same environment to ogitor repository and my repository that uses physx.


Thanks. It works.
by icaro56
Fri Feb 13, 2015 11:21 am
Forum: Ogre 2.0+
Topic: Ogitor for OGRE 2.0
Replies: 111
Views: 9591

Re: Ogitor for OGRE 2.0

Physx dlls are generate until Visual Studio 2012 in Physx SDK. I will go to install Visual Studio 2013. If it is more faster than 2012. Thank you. I'm sorry by my nuisance. Now, there is a problem with IrrKlang. In the Dependencies->IrrKlang project the error: Error 1 error MSB6006: "cmd.exe" exited...
by icaro56
Thu Feb 12, 2015 6:33 pm
Forum: Ogre 2.0+
Topic: Ogitor for OGRE 2.0
Replies: 111
Views: 9591

Re: Ogitor for OGRE 2.0

My Visual Studio is 2012 and the version of Qt Project is only win32.

In my projects I needed the version x64. Is Ogitor using the version win32?
by icaro56
Thu Feb 12, 2015 5:56 pm
Forum: Ogre 2.0+
Topic: Ogitor for OGRE 2.0
Replies: 111
Views: 9591

Re: Ogitor for OGRE 2.0

This error happens in configure pass.

I will have compile QT again. My QT haven't this opengl folder.
by icaro56
Thu Feb 12, 2015 5:37 pm
Forum: Ogre 2.0+
Topic: Ogitor for OGRE 2.0
Replies: 111
Views: 9591

Re: Ogitor for OGRE 2.0

Could you help me with error in CMake? CMake Error at D:/Visual_Projects/engine/dependences/qt/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake:16 (message): Failed to find "glu32" in "". Call Stack (most recent call first): D:/Visual_Projects/engine/dependences/qt/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake...
by icaro56
Wed Feb 11, 2015 4:41 pm
Forum: Ogre 2.0+
Topic: Ogitor for OGRE 2.0
Replies: 111
Views: 9591

Re: Ogitor for OGRE 2.0

Does Ogitor source compile with CMake 3.1.2?

It works with 2.8.12.


Where is OGF (The engine framework behind Ogitor) source in Ogitor repository?
by icaro56
Tue Feb 10, 2015 7:56 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 129024

Re: Component Based Objects?

If the ogitor really become a Game Engine is not necessary to create another. If the community had a similar Unity3d to program and export to all platforms would be fantastic.
by icaro56
Tue Feb 10, 2015 7:47 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 129024

Re: Component Based Objects?

Thanks by reply.

When I met Ogitor he was only editor. Then, is the Ogitor now like Unity 3d? I always hoped for it.
by icaro56
Tue Feb 10, 2015 6:44 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 129024

Re: Component Based Objects?

:D See my photo. Phoenix Ikki! :lol: I'll try to document what I already have and create some examples. I was using the Unity's documentation When I needed. When time permits, I will begin to do so. I think it's interesting because many programmers are learning Unity 3d in colleges and have many dif...
by icaro56
Tue Feb 10, 2015 6:11 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 129024

Re: Component Based Objects?

Hi, I am developing a simple game engine with Component Based Object. Similar the Unity3d architecture. There are GameObjects that are compounds with Components. I follow the Script Manual from Unity3d and create the components. This engine is in C++, it uses QT, Ogre3d, Physx and OpenAL. Even now, ...
by icaro56
Tue Dec 03, 2013 9:50 pm
Forum: Developer talk
Topic: Patches for new SharedPtr in Ghadamon
Replies: 28
Views: 8898

Re: Patches for new SharedPtr in Ghadamon

I downloaded this version https://bitbucket.org/sinbad/ogre/src?at=v1-9

and this patch was necessary.


Why?
by icaro56
Tue Dec 03, 2013 6:30 pm
Forum: Developer talk
Topic: Patches for new SharedPtr in Ghadamon
Replies: 28
Views: 8898

Re: Patches for new SharedPtr in Ghadamon

I get the patch to SkyX (Ogre 1.9) and i found a error in function perpendicular from OgreVector3 inline Vector3 perpendicular(void) const { // comment //static const Real fSquareZero = (Real)(1e-06 * 1e-06); // removed static const Real fSquareZero = (Real)(1e-06 * 1e-06); Vector3 perp = this->cros...
by icaro56
Wed Nov 20, 2013 12:48 pm
Forum: Help
Topic: [SOLVED]Lack of precision of the color manualObject
Replies: 6
Views: 227

Re: Lack of precision of the color manualObject

Thank you!

So that's exactly what happened to me.


The shader is made with Cg

The vertex shader pass the color to fragment shader.

:D
by icaro56
Tue Nov 19, 2013 10:07 pm
Forum: Help
Topic: [SOLVED]Lack of precision of the color manualObject
Replies: 6
Views: 227

[SOLVED]Lack of precision of the color manualObject

Hi, I'm trying to pass the information on which tile the texture will wear through the color of the vertex with the manual object manualObject->colour(0.25,0,0,1); And inside the shader uses this information to find out which tile will use. pos = (pos * TEXATLAS_TEXSIZE_NORMALIZED) + convertOffset(i...
by icaro56
Thu May 23, 2013 11:35 pm
Forum: Help
Topic: Normal AO Specular Mapp Shader does not map normals correctl
Replies: 4
Views: 363

Re: Normal AO Specular Mapp Shader does not map normals corr

This shader don't works in ninja.mesh. Why? Entity *ent3 = mSceneMgr->createEntity("Ninja3", "ninja.mesh"); nodeNinja3 = mSceneMgr->getRootSceneNode()->createChildSceneNode("NinjaNode3"); nodeNinja3->attachObject(ent3); nodeNinja3->yaw(Degree(180)); nodeNinja3->translate(-80,0,0); ent3->getMesh()->b...
by icaro56
Wed Apr 24, 2013 2:06 pm
Forum: Help
Topic: OIS Set Mouse Position
Replies: 3
Views: 733

Re: OIS Set Mouse Position

by icaro56
Mon Apr 22, 2013 6:42 pm
Forum: Help
Topic: Mouse Pick bug: far clip distance
Replies: 0
Views: 240

Mouse Pick bug: far clip distance

Hi, I am with a problem. I have 2 cameras in my application. A camera stay in MainWindow and other in a TOP VIEW Window. In TOP view, the camera is a orthographic cam and your far clip distance is 32000. mCamera->setRange(1, 32000); mCamera->setLodBias(100); mCamera->getOgreCamera()->setProjectionTy...
by icaro56
Fri Mar 01, 2013 2:05 pm
Forum: Help
Topic: How to blend texture and diffuse color?
Replies: 1
Views: 466

Re: How to blend texture and diffuse color?

This code here works: material = Ogre::MaterialManager::getSingletonPtr()->create(matName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); material->getTechnique(0)->getPass(0)->setAmbient(c); material->getTechnique(0)->getPass(0)->setDiffuse(c); material->getTechnique(0)->getPass(0)->setS...
by icaro56
Fri Mar 01, 2013 1:49 pm
Forum: Help
Topic: How to blend texture and diffuse color?
Replies: 1
Views: 466

How to blend texture and diffuse color?

Hi, I am trying to do a blend material, but instead of using texture in the final texture unity, I am using a color. before: material Aprendendo/TexturaBlend { technique { pass { texture_unit { texture Material_grass.png } texture_unit { texture Material_alpha_blend.png colour_op alpha_blend } textu...
by icaro56
Mon Dec 17, 2012 2:00 pm
Forum: Help
Topic: Compositor Texture on second window D3d9
Replies: 6
Views: 487

Re: Compositor Texture on second window D3d9

The funny thing is that only with a window that does not work. I have three windows showing the same scene. The combination between the main window and another does not give problems, but when I use a third window that is practically a copy of the second is this problem of disappearing content of th...
by icaro56
Mon Dec 17, 2012 12:36 pm
Forum: Help
Topic: Compositor Texture on second window D3d9
Replies: 6
Views: 487

Re: Compositor Texture on second window D3d9

Do You speak about this?

Code: Select all

 rSys->setConfigOption("Resource Creation Policy", "Create on active device");

or

 rSys->setConfigOption("Resource Creation Policy", "Create on all devices"); 
I try the 2 options and nothing ...
by icaro56
Fri Dec 14, 2012 10:20 pm
Forum: Help
Topic: Compositor Texture on second window D3d9
Replies: 6
Views: 487

Re: Compositor Texture on second window D3d9

I'm having the same problem and I'm trying to solve this.