Search found 777 matches

by drwbns
Fri Oct 09, 2015 4:53 pm
Forum: Help
Topic: Problems implementing a GUI with Directx11
Replies: 4
Views: 329

Re: Problems implementing a GUI with Directx11

I had similar problems in the past with terrain materials. U may want to check my past posts about it. I'm not sure if I posted the solution though but I did manage to find what the problem was iirc.
by drwbns
Mon Sep 28, 2015 6:18 pm
Forum: Help
Topic: execute action after X seconds
Replies: 3
Views: 268

Re: execute action after X seconds

Set a timer then check it in your update call. You may need . To check for a short range of time depending on how often update is called. Set a Boolean flag for when your executes function is called so as not to call it more than once.
by drwbns
Wed Jun 10, 2015 7:21 am
Forum: Ogre 2.0+
Topic: [SOLVED]2.1 D3D11 error?
Replies: 10
Views: 1252

Re: 2.1 D3D11 error?

If your OS is win7,you need put a "KB2670838" patch. Try it! Wow. This actually worked! Thank you. How did I miss this patch? I've been doing a little reading but I'm still not sure if it was optional or automatic. Thank you either way. The only negative thing is I still can't set a proper breakpoi...
by drwbns
Tue Jun 09, 2015 7:15 pm
Forum: Ogre 2.0+
Topic: [SOLVED]2.1 D3D11 error?
Replies: 10
Views: 1252

Re: 2.1 D3D11 error?

I'll look into that when I get off work. Thanks.
by drwbns
Tue Jun 09, 2015 1:05 pm
Forum: Ogre 2.0+
Topic: [SOLVED]2.1 D3D11 error?
Replies: 10
Views: 1252

Re: 2.1 D3D11 error?

hmmm. I did a full rebuild and ended in the same exact state. Can't see debug values. I didn't modify anything so I'm not sure what to do next. Are all the DX warnings ok?
by drwbns
Tue Jun 09, 2015 3:07 am
Forum: Ogre 2.0+
Topic: [SOLVED]2.1 D3D11 error?
Replies: 10
Views: 1252

Re: 2.1 D3D11 error?

Ok, thanks for the help Matias. The problem I see with trying to get the debug values is that the debugger never gets to the createDevice call from what I can tell, or at least I can't see the values somehow. Visual Studio complains that the breakpoint will never be reached at the D3D11CreateDeviceN...
by drwbns
Mon Jun 08, 2015 7:14 pm
Forum: Ogre 2.0+
Topic: [SOLVED]2.1 D3D11 error?
Replies: 10
Views: 1252

Re: 2.1 D3D11 error?

It's happens before the config dialog. Pre-compiled binaries also don't work with the same error - Both debug and release fail with same error. --------------------------- An exception has occured! --------------------------- OGRE EXCEPTION(-2147024809:RenderingAPIException): Failed to create Direct...
by drwbns
Mon Jun 08, 2015 12:47 pm
Forum: Ogre 2.0+
Topic: [SOLVED]2.1 D3D11 error?
Replies: 10
Views: 1252

Re: 2.1 D3D11 error?

I'll check those items when I get off work today. Thanks
by drwbns
Sun Jun 07, 2015 10:01 pm
Forum: Ogre 2.0+
Topic: [SOLVED]2.1 D3D11 error?
Replies: 10
Views: 1252

[SOLVED]2.1 D3D11 error?

Is anyone else having trouble using the d3d11 plugin? As soon as I uncomment it in plugins_d.cfg, I get the Ogre.log error - OGRE EXCEPTION(-2147024809:RenderingAPIException): Failed to create Direct3D11 device in D3D11RenderSystem::D3D11RenderSystem at D:\Graphics Code\2-1\RenderSystems\Direct3D11\...
by drwbns
Thu May 14, 2015 1:00 am
Forum: Ogre 2.0+
Topic: [TESTERS NEEDED] NVIDIA Users please read!
Replies: 27
Views: 3787

Re: [TESTERS NEEDED] NVIDIA Users please read!

Tested with intel i7 2600k, win7 64-bit, evga geforce gtx 970 4gb, driver 347.52, windowed and fullscreen, no vsync, 800x600, 1024x768, no artifacts
by drwbns
Mon May 11, 2015 1:33 am
Forum: Ogre 2.0+
Topic: Ogre 2.1 vs2015rc
Replies: 8
Views: 1182

Re: Ogre 2.1 vs2015rc

Just a little update to this. I added the missing entries to their respective enums in the directx headers and also had to add some missing libraries( Imm32.lib;version.lib;WINMM.LIB;) because unresolved symbols to the Forward3d sample project to test the d3d11 rendersystem. Everything built ok but ...
by drwbns
Sat May 09, 2015 11:58 am
Forum: Ogre 2.0+
Topic: Ogre 2.1 vs2015rc
Replies: 8
Views: 1182

Re: Ogre 2.1 vs2015rc

So I searched some more and found that D3D_RESOURCE_RETURN_TYPE isnt defined in the windows sdks anywhere. It's so far only defined in the june 2010 sdk in d3dcommon.h. I also double checked for path mixups and there were none.When I use the june sdk instead for the rendersystem_direct3d11 project I...
by drwbns
Sat May 09, 2015 1:07 am
Forum: Ogre 2.0+
Topic: Ogre 2.1 vs2015rc
Replies: 8
Views: 1182

Re: Ogre 2.1 vs2015rc

Interesting. In my SDK, "D3D_RESOURCE_RETURN_TYPE" is defined in d3dcommon.h; this header is included inside d3d11shader.h at the beginning. Does your SDK have the d3d11shader.h file include d3dcommon.h? Is D3D_RESOURCE_RETURN_TYPE defined in your d3dcommon.h? I originally tried the DX june 2010 sd...
by drwbns
Thu May 07, 2015 12:03 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1 vs2015rc
Replies: 8
Views: 1182

Re: Ogre 2.1 vs2015rc

I think you may be right about the SDK, I was looking into that myself but I'm not too familiar with proper setup of newer sdk files. It also seems to only be related to the Dx11 interfaces.
2.1-vs14-errors.png
2.1-vs14-errors2.png
by drwbns
Thu May 07, 2015 1:27 am
Forum: Ogre 2.0+
Topic: Ogre 2.1 vs2015rc
Replies: 8
Views: 1182

Ogre 2.1 vs2015rc

Has anyone tried to compile with vs2015rc? I seem to get a lot of undefined errors for dx11 rendersystem. Any thoughts? Thanks.
by drwbns
Mon Mar 16, 2015 10:53 am
Forum: Showcase
Topic: Herb's Tree Studio - Procedural Trees
Replies: 40
Views: 13483

Re: Herb's Tree Studio - Procedural Trees

I was thinking along the same lines. Maybe have some predefined paint shapes that show the visual volume in the viewport and maybe some user-defined shapes later.
by drwbns
Thu Dec 04, 2014 3:35 pm
Forum: Using OGRE in practice
Topic: Mesh borders
Replies: 2
Views: 848

Re: Mesh borders

My first thought is to look at a glow shader. otherwise im not sure...
by drwbns
Fri Nov 21, 2014 12:25 pm
Forum: Help
Topic: Animation exporting problems (3ds max, ogremax)
Replies: 4
Views: 910

Re: Animation exporting problems (3ds max, ogremax)

The OgreMax plugin has a menu option for selecting negatively scaled objects. Also, make sure you use the mirror option in the bone tools dialog, not the one on the main toolbar. Edit : Just realized how old this post is.... :)
by drwbns
Wed Nov 19, 2014 6:49 pm
Forum: Help
Topic: Please give advice of making a fur effect more realistic!
Replies: 2
Views: 640

Re: Please give advice of making a fur effect more realistic

I think theres a fur shader on gpu gems from nvidia site. check it out.
by drwbns
Wed Nov 19, 2014 12:30 pm
Forum: General Discussion
Topic: How can I attach a bone of an equipment mesh to a character?
Replies: 2
Views: 789

Re: How can I attach a bone of an equipment mesh to a charac

I'm pretty sure what is normally done is the character or object that is actually going to use the attached mesh gets the extra connector bone.
by drwbns
Sun Nov 02, 2014 3:29 pm
Forum: Google Summer Of Code
Topic: [GSoC 2013 - accepted] Improve Progressive Mesh
Replies: 79
Views: 39830

Re: [GSoC 2013 - accepted] Improve Progressive Mesh

I'm hoping he's still around. He hasn't logged on in 4 months...
by drwbns
Wed Oct 29, 2014 1:45 pm
Forum: Showcase
Topic: Herb's Tree Studio - Procedural Trees
Replies: 40
Views: 13483

Re: Herb's Tree Studio - Procedural Trees

Looks awesome so far, it might give speedtree a run for it money if you can develop it as much as the iOS app you posted there. Add simple .mesh exporting and you've already got something content creators will use. A few leaf shaders on top of an awesome branch structure is already a great start. Ku...
by drwbns
Wed Oct 29, 2014 1:41 pm
Forum: General Discussion
Topic: Procedural terrain generation with fix structural constraint
Replies: 3
Views: 787

Re: Procedural terrain generation with fix structural constr

The first thing that pops into my head is using OgreProcedural to convert the lane data into actual 3d lanes. Check it out in the addons forums, it pretty extensive so far, but it just might accommodate everything you are trying to do.
by drwbns
Sun Oct 26, 2014 1:09 pm
Forum: Help
Topic: Fur shader
Replies: 2
Views: 705

Re: Fur shader

IIRC Nvidia's GPU gems 3 has a fur shader. google it :)