Search found 351 matches

by JeDi
Mon Oct 01, 2012 11:51 am
Forum: Showcase
Topic: Grid system for editors and such
Replies: 33
Views: 14230

Re: Grid system for editors and such

The dynamic grid system (with fading minor and major grid lines) only works for orthogonal cameras. Using a perspective camera, the grid is a fixed size 3D grid on the XZ plane, and that is what you are seeing in the first screenshot. I'm not familiar with the camera system you are working with, but...
by JeDi
Fri Sep 28, 2012 9:55 pm
Forum: Showcase
Topic: Grid system for editors and such
Replies: 33
Views: 14230

Re: Grid system for editors and such

Have you tried setting up your camera as in my example on the first page? Ogre::Quaternion orientation; orientation.FromAxes(Ogre::Vector3::UNIT_X, Ogre::Vector3::NEGATIVE_UNIT_Z, Ogre::Vector3::UNIT_Y); pCamera->setProjectionType(Ogre::PT_ORTHOGRAPHIC); pCamera->setOrientation(orientation); pCamera...
by JeDi
Fri Sep 28, 2012 2:30 pm
Forum: Showcase
Topic: Grid system for editors and such
Replies: 33
Views: 14230

Re: Grid system for editors and such

I'm sorry, I haven't used Ogre for almost three years now, so I have no idea if this code still works in the current version. Maybe someone else can confirm that?
by JeDi
Wed Apr 28, 2010 10:16 am
Forum: Using OGRE in practice
Topic: input manager stuff
Replies: 1
Views: 370

Re: input manager stuff

The OIS InputManager only keeps one listener. So what this manager does is set itself as the only OIS listener, and then propagate the events to the multiple listeners registered there.
by JeDi
Tue Apr 27, 2010 3:04 pm
Forum: Using OGRE in practice
Topic: New terrain non-uniform world size
Replies: 0
Views: 515

New terrain non-uniform world size

Hi all, We are trying to load geotiff heightmaps in the new terrain component of Ogre, but some things are not clear: - The FreeImage website states that the library can handle geotiff files, will Ogre::Image be able to load them? - The geotiff files have a different pixel-to world factor for horizo...
by JeDi
Fri Apr 23, 2010 12:40 pm
Forum: Using OGRE in practice
Topic: How to load terrain with Ogre::Terrain
Replies: 4
Views: 2197

Re: How to load terrain with Ogre::Terrain

Thanks for this code, I was looking for a minimalistic sample of the new terrain component.

Are there any plans for a wiki article or tutorial about the new terrain? Or is it not stable enough yet?
by JeDi
Wed Feb 24, 2010 11:09 am
Forum: Showcase
Topic: Grid system for editors and such
Replies: 33
Views: 14230

Re: Grid system for editors and such

OK, I changed both the hosted files and the wiki to represent the new OGRE license.

Greetz,
JeDi
by JeDi
Wed Feb 24, 2010 9:30 am
Forum: Showcase
Topic: Grid system for editors and such
Replies: 33
Views: 14230

Re: Grid system for editors and such

Hi, I just copied the license from Ogre back when I posted this. I don't know a lot about these different licenses, but it should indeed be public domain. I would be glad if I knew were the code is used though, just to boost my ego a bit ;) I will change the license headers to the current Ogre ones ...
by JeDi
Thu Jan 28, 2010 1:20 pm
Forum: Developer talk
Topic: new DotScene loader
Replies: 142
Views: 55521

Re: new DotScene loader

jacmoe wrote:Thanks JeDi, for the original.
Well, I just cleaned up the parser found in the wiki, so you should be thanking them too ;)
by JeDi
Thu Jan 21, 2010 6:03 pm
Forum: Showcase
Topic: Webots 6.2
Replies: 19
Views: 4300

Re: Webots 6.2

Apart from looking very cool, this looks like a very well-designed framework. I am definitely going to check it out!
Good luck with the project
by JeDi
Tue Jan 12, 2010 6:15 pm
Forum: Developer talk
Topic: Texture problems in 1.7
Replies: 12
Views: 1143

Re: Texture problems in 1.7

Thanks a lot for the help. I will start an asset server locally so I can edit the materials and use texture aliases as suggested.

Edit: Just to confirm: when I use unnamed texture units in both the base and derived material, it works as expected.
by JeDi
Tue Jan 12, 2010 3:27 pm
Forum: Developer talk
Topic: Texture problems in 1.7
Replies: 12
Views: 1143

Re: Texture problems in 1.7

OK, I found the problem. The problem was the following block in my base material (inside a pass): texture_unit diffuse { } So an empty texture unit. When I put an existing texture here, it starts working (apart from my non-textured materials, but I should derive them from a separate material anyway)...
by JeDi
Mon Jan 11, 2010 11:00 pm
Forum: Developer talk
Topic: Texture problems in 1.7
Replies: 12
Views: 1143

Re: Texture problems in 1.7

OK, thanks. I may just switch to procedurally generated materials then. It fits our system better, and then I can avoid the I/O cost and generate the material in the render thread. Edit : We are just using simple fixed-function materials with a maximum of one texture though. Would that be thread saf...
by JeDi
Mon Jan 11, 2010 5:18 pm
Forum: Developer talk
Topic: Texture problems in 1.7
Replies: 12
Views: 1143

Re: Texture problems in 1.7

Yes, I was already using threading mode 2, which mapped perfectly on our paging system which also divides loading in a background and main thread. The only difference is that I commented out the ResourceBackgroundQueue::getSingleton().setStartBackgroundThread(false) call. What we do is call prepare ...
by JeDi
Mon Jan 11, 2010 4:24 pm
Forum: Developer talk
Topic: Texture problems in 1.7
Replies: 12
Views: 1143

Re: Texture problems in 1.7

It took a while before I got to this, because I was on a holiday for a couple of days, and I had to install the DirectX SDK etc. I am done building the release version now, and indeed the samples work perfectly, both in OpenGL and Direct3D9. There seems to be something wrong with the install target ...
by JeDi
Fri Jan 08, 2010 1:51 am
Forum: Developer talk
Topic: Texture problems in 1.7
Replies: 12
Views: 1143

Re: Texture problems in 1.7

Thanks, I will update and test with the samples and report back.
by JeDi
Thu Jan 07, 2010 3:40 pm
Forum: Developer talk
Topic: Texture problems in 1.7
Replies: 12
Views: 1143

Texture problems in 1.7

Hi, Because we don't have any releases or demos planned the next month, I decided to take the plunge and upgrade our Ogre version to the 1.7 branch. Here are my impressions and problems I had during the process. The new dependency package and cmake build system is very easy to work with (we switched...
by JeDi
Wed Jan 06, 2010 12:16 pm
Forum: General Discussion
Topic: Dependencies for OGRE 1.7/1.8 [Last updated: 19 Aug 2012]
Replies: 224
Views: 172085

Re: New Dependencies for OGRE 1.7

I was about to post the same issue with zziplib. The lib files are put in the wrong folder. The include files are copied correctly though. Just moving the two .lib files to the right folders fixes the issue.
by JeDi
Thu Dec 17, 2009 5:53 pm
Forum: Artists & Content Creators
Topic: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Replies: 440
Views: 289069

Re: Latest Blender Export Script [Sun Nov 8, 2009 - v1.3]

yeah, I didn't mean this should be an exporter option, I was just looking for such a feature in Blender. But well, I already created the billboards again from scratch, so I'm done :)
by JeDi
Thu Dec 17, 2009 5:27 pm
Forum: Artists & Content Creators
Topic: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Replies: 440
Views: 289069

Re: Latest Blender Export Script [Sun Nov 8, 2009 - v1.3]

Thanks for your help. The scene seems to be badly modeled: - all objects are in world space - a lot of textures are the same expect for painted-in shadows - No meshes are shared between the billboards, which are all the same I didn't find an option to extract a transform from the meshes and change t...
by JeDi
Thu Dec 17, 2009 4:07 pm
Forum: Artists & Content Creators
Topic: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Replies: 440
Views: 289069

Re: Latest Blender Export Script [Sun Nov 8, 2009 - v1.3]

Hi, I am new to blender, so this could be a very dumb question... We are using the blender exporter from the first post of this thread (v1.3), and the dotscene exporter from ogreaddons SVN. I noticed that all meshes are saved in world coordinates, and all transforms in the exported .scene file are i...
by JeDi
Wed Dec 16, 2009 6:29 pm
Forum: Showcase
Topic: DesktopVR using OpenCV
Replies: 36
Views: 15445

Re: DesktopVR using OpenCV

If you go through the trouble of putting infrared-filters on your camera, you should really just use a wii-mote and a library to read it, because this gives you the 3D positions of 4 markers, so there's not much processing involved on the CPU. Apparently someone also tried this method with Ogre: htt...
by JeDi
Mon Nov 23, 2009 5:37 pm
Forum: Help
Topic: Desired Pixel Format
Replies: 6
Views: 256

Re: Desired Pixel Format

OK, that clears it up for me. Maybe the documentation should warn the users about this though, I think a lot of people expect that Ogre compresses the texture if it also converts the bit depth...

Thanks!
by JeDi
Mon Nov 23, 2009 5:23 pm
Forum: Help
Topic: Desired Pixel Format
Replies: 6
Views: 256

Re: Desired Pixel Format

Yes, but if I choose PF_DXT1, does it just do nothing and keep the original pixel format?
by JeDi
Mon Nov 23, 2009 4:47 pm
Forum: Help
Topic: Desired Pixel Format
Replies: 6
Views: 256

Re: Desired Pixel Format

OK, thanks.

I tried using PF_L8 though, and now my textures are effectively rendered in grayscale. So am I correct that this can be used to lower the bit depth, but not to actually compress the texture?