Search found 1330 matches

by DWORD
Fri Aug 15, 2008 4:46 pm
Forum: Showcase
Topic: Dynamic Animation of Spiders and Insects
Replies: 52
Views: 24192

Sundown wrote:I'm currently extending the simulation to animate lizards, should have a video by the end of the week if all goes well.
Sounds really interesting. Any progress? :)
by DWORD
Fri Aug 15, 2008 4:30 pm
Forum: Lounge / Off-topic
Topic: GTA IV coming to PC ... finally!
Replies: 7
Views: 1531

Finally! :D
by DWORD
Tue Apr 01, 2008 11:06 am
Forum: Developer talk
Topic: New GLX rendersystem
Replies: 83
Views: 22665

It turns out that this goes away completely when I downgrade my nvidia driver. In fact, all of the problems I've been having recently with ogre are solved by downgrading my driver. Looks like the 169.x series on Linux at least is just crappy. <OT>Yeah, also got a lot of problems with the 169.x driv...
by DWORD
Tue Apr 01, 2008 11:01 am
Forum: Developer talk
Topic: Fix for Win32 timer hiccups
Replies: 50
Views: 8323

I have an extra contact at nvidia now and they're on the case with this one. Sounds good. (...) It appears that the problem doesn't occur on Vista, only XP (and Linux it seems), and only where the CPU isn't heavily worked in comparison to the GPU, so it's more likely on multi-core machines. Hopeful...
by DWORD
Tue Mar 25, 2008 8:03 pm
Forum: Back to Basics
Topic: Creating Exception types
Replies: 4
Views: 835

I thought the Ogre exception class might be flexible so that I could just add onto it and throw my exceptions like Ogre exceptions, but its easy enough just to create my own class and throw it. Yeah, I would say if it's not really part of Ogre, create your own class. Maybe derive it from std::excep...
by DWORD
Tue Mar 25, 2008 6:20 pm
Forum: Help
Topic: How to set background image
Replies: 2
Views: 969

http://www.ogre3d.org/wiki/index.php/Di ... ackgrounds

Then create a material using you r captured image as a texture.
by DWORD
Mon Mar 24, 2008 11:25 am
Forum: Help
Topic: Terrible performance on VC++ Express 2008
Replies: 5
Views: 699

:shock: I have no idea why that should be obvious, but it fixed the framerate problem. Why so slow in debug mode? What practical use is it if it's so slow? Debug mode is slow because optimization is disabled, and a lot of checks are made to ensure the program logic is correct. Both of these make th...
by DWORD
Mon Mar 24, 2008 9:18 am
Forum: Developer talk
Topic: Shoggoth release planning
Replies: 154
Views: 21357

@Assaf Raman: I didn't mean not to have the DX10 render system in 1.6, I hope it didn't sound like that. But from my understanding the current implementation of it is using the existing render system interface, and includes only the features that are already in the old render systems. Am I wrong abo...
by DWORD
Mon Mar 24, 2008 9:03 am
Forum: Developer talk
Topic: Shoggoth release planning
Replies: 154
Views: 21357

Sounds good. I think it's a good point to avoid the major DX10 changes to the core in 1.6, because then these changes could be applied to the next 'unstable' version. I still hope to get around to testing the new GLX render system soon.
by DWORD
Sat Mar 22, 2008 11:27 pm
Forum: Using OGRE in practice
Topic: Using Ogre3D without the example framework
Replies: 4
Views: 1062

Please do a search, this has been answered numerous times before. ;) Anyway, here's something to grog at to get the general idea (just copy-pasted, but you'll get the general idea, although some declarations are missing): d_root.reset(new Root()); // boost::scoped_ptr<Root> // Get list of available ...
by DWORD
Fri Mar 21, 2008 10:58 pm
Forum: Using OGRE in practice
Topic: Hydrax v0.4 - New version released + Editor!
Replies: 648
Views: 190121

Just want to say, thumbs up! It looks really good. :)
by DWORD
Fri Mar 21, 2008 10:11 pm
Forum: Developer talk
Topic: VSync unsupported in GLX?
Replies: 2
Views: 1085

VSync unsupported in GLX?

Hello, Much to my surprise I just discovered that vsync is not supported in the GLX render system, or at least I coulnd't find any trace of it in the source code. Is there any special reason for this omission? I know I can of course set it up in nvidia-settings or the like, but it would be nice to h...
by DWORD
Mon Mar 10, 2008 10:01 pm
Forum: Back to Basics
Topic: OgreSingleton
Replies: 4
Views: 905

Re: OgreSingleton

Completely forget this part (it's some ugly old workaround for VC++): #if defined( _MSC_VER ) && _MSC_VER < 1200 int offset = (int)(T*)1 - (int)(Singleton <T>*)(T*)1; ms_Singleton = (T*)((int)this + offset); #else The assert ensures that we can only create one instance of the class right? Yup, the c...
by DWORD
Mon Mar 10, 2008 5:20 pm
Forum: Using OGRE in practice
Topic: Creating a manual texture
Replies: 1
Views: 1404

Re: Creating a manual texture

Ofer Kalisky wrote:(I want to do this without creating a render window if possible)
You can't. There has to be at least one (main) render window for just about anything to work. You can make it very small, though. ;)
by DWORD
Sat Mar 08, 2008 11:28 pm
Forum: Help
Topic: [solved] mRoot->initialise(false) segfault in Ubuntu 64bi
Replies: 5
Views: 1243

Clearly something goes terribly wrong inside GLRenderSystem::_setCullingMode(), but it's hard to guess what it could be. Not many functions are called there, but it looks like one of the function pointers is zero. Can you maybe figure out which of them/which line of code? If gdb is not your cup of t...
by DWORD
Sat Mar 08, 2008 12:21 pm
Forum: Help
Topic: [solved] mRoot->initialise(false) segfault in Ubuntu 64bi
Replies: 5
Views: 1243

Re: mRoot->initialise(false) gives segfault in Ubuntu 64b

This is the backtrace that gdb gives me: (...) Added resource location './Media/packs/ogretestmap.zip' of type 'Zip' to resource group 'General' Added resource location './Media/packs/skybox.zip' of type 'Zip' to resource group 'General' CPU Identifier & Features ------------------------- * CPU ID:...
by DWORD
Sat Mar 08, 2008 11:41 am
Forum: Lounge / Off-topic
Topic: Cats! (with pics)
Replies: 20
Views: 5342

mr. iknoweverything wrote:(i guess the flushing thing really doesnt work, right?)
http://youtube.com/watch?v=WofFb_eOxxA ;)
by DWORD
Wed Mar 05, 2008 6:24 pm
Forum: Help
Topic: One Scene, Four Cameras, 4 Windows
Replies: 5
Views: 672

So is this one window using this splitters? Or how exactly does this work? It's 4 embedded render windows, separated by splitters (can't remember whether that's the actual GTK name for them, but you get the point). I'd like to build something exactly like this using WinAPI. That's going to be a bit...
by DWORD
Wed Mar 05, 2008 6:14 pm
Forum: Help
Topic: One Scene, Four Cameras, 4 Windows
Replies: 5
Views: 672

If you mean the splitter between them, then that's just three individual splitters, one vertical and two horizontal - one on each side. This isn't really working right, because the horizontal ones are not moving together. But it was just mean as a proof of concept, so it didn't matter.
by DWORD
Wed Mar 05, 2008 5:06 pm
Forum: Help
Topic: One Scene, Four Cameras, 4 Windows
Replies: 5
Views: 672

Of course. ;) You just create 4 windows and 4 cameras. Then you set up whether you want each of the cameras to be perspective/orthogonal. You can find something that does this in my old GtkOgre. Note that I didn't update it for a long time, but the camera code should be ok.
by DWORD
Sun Mar 02, 2008 11:56 pm
Forum: Lounge / Off-topic
Topic: First topic
Replies: 16
Views: 2405

So it seems to actually be true that these languages are similar enough to be understood by one another :) Yeah, sort of. The written languages are much like each other. But spoken is another thing; I can understand Norwegian when pronounced clearly but I normally find Swedish a bit difficult. But ...
by DWORD
Sun Mar 02, 2008 11:06 pm
Forum: Lounge / Off-topic
Topic: First topic
Replies: 16
Views: 2405

Cool that we have a new forum. :)

[quote="my.name"]так давай изображать милую беÑ
by DWORD
Sat Mar 01, 2008 11:21 pm
Forum: Help
Topic: [Bug?] Ogre GLX Antialiasing
Replies: 12
Views: 1007

Same thing here. No FSAA unless I force it using nvidia-settings. Didn't look into it though. I'm using a recent Eihort from CVS on Linux with rather up-to-date nvidia drivers (I don't have the version number right now as I sit in Windows). Maybe I should add that this is when running the Ogre sampl...
by DWORD
Fri Feb 29, 2008 1:28 pm
Forum: General Discussion
Topic: OgreCuda API / GPGPU API
Replies: 20
Views: 2924

hevi wrote:me neither actually but i didnt want to create a new topic for my post.
Please do so another time. Resurrecting an old thread to ask a question that is not directly related to that topic is confusing.
by DWORD
Wed Feb 27, 2008 7:31 pm
Forum: Help
Topic: Performance - Dynamic textures + readback
Replies: 5
Views: 584

Lots of good stuff in the thread Shadow007 linked to. However, the weird thing is that my time measurements indicate that writing to the texture (which involves a hardware buffer lock/unlock) is what takes the majority of the time, and not reading back from card memory. I know that readback should b...