Search found 814 matches

by areay
Wed Dec 20, 2017 10:31 pm
Forum: Using OGRE in practice
Topic: Passing parameters to CG shader via COLOR parameter
Replies: 2
Views: 234

Re: Passing parameters to CG shader via COLOR parameter

Hi Kubatp, Late reply but hopefully still useful to you. I do the same thing in Cg for the same reason that you do. One thing I noticed that's different between my vp declaration and yours is that your param type doesn't have a trailing zero, not sure if that will make a difference but worth a shot....
by areay
Sun Oct 22, 2017 10:09 am
Forum: Ogre 2.0+
Topic: [2.1] OgreMeshTool Cannot initialise - no render system has been selected
Replies: 4
Views: 211

Re: [2.1] OgreMeshTool Cannot initialise - no render system has been selected

FYI, for the other johnny-come-latelys out there, the 'fix' is to copy the plugins_tools.cfg file from your Ogre2.1 $BUILD_DIR/bin/ directory to the location that you wish to run the OgreMeshTool binary from. Which is a bit of pain as the 1.X OgreMeshUpgrader or OgreXMLConverter tools would run from...
by areay
Wed Jul 12, 2017 2:08 am
Forum: Ogre 2.0+
Topic: BtOgre21, forked for Ogre 2.1 that uses Item. + debug drawer
Replies: 25
Views: 1436

Re: BtOgre21, forked for Ogre 2.1that uses Item. + debug dra

Thank you very much for updating this wrapper. Great job.
by areay
Sun Apr 09, 2017 10:12 am
Forum: Help
Topic: Reusing particles issue
Replies: 10
Views: 745

Re: Reusing particles issue

Hi kubatp, I've been away for a while. The best work-around I can think of is to manually control generation of particles instead of allowing the emitter to do that for you. This will allow you to be sure that the particles you are creating are in the correct place and that they're in the right phas...
by areay
Tue Mar 28, 2017 10:11 am
Forum: Help
Topic: Reusing particles issue
Replies: 10
Views: 745

Re: Reusing particles issue

I just watched the youtube vid, yikes very visible like you say. Can you upload another one but in slower motion and closer up to the boat please? Also, I guess you're letting the PS emitter place the particles and not manually creating them? And do you leave the PS enabled the whole time or are you...
by areay
Tue Mar 28, 2017 1:01 am
Forum: Help
Topic: Reusing particles issue
Replies: 10
Views: 745

Re: Reusing particles issue

Hi Kubatp, What version of 1.7 are you using? I notice this bugfix in the changelog for 1.8 [*]Fixed ParticleSystem's emitted emitters 'sputtering' when emission rate per frame near 1/2. There could be all sorts of other reasons and undocumented bug fixes that can address this in later versions. I'v...
by areay
Wed Mar 22, 2017 12:20 am
Forum: Ogre 2.0+
Topic: Ogre::SceneNode::showBoundingBox gone?
Replies: 5
Views: 614

Re: Ogre::SceneNode::showBoundingBox gone?

Ah OK, thanks for all of your answers people. Out of curiosity, is there a recommended cut-off point with porting 1.10 -> 2.0 where I should stop trying to get it perfect and make the move to 2.1? I think as everything else (except shadows which I'm going to skip porting in 2.0) is working I'll just...
by areay
Tue Mar 21, 2017 9:58 am
Forum: Ogre 2.0+
Topic: Ogre::SceneNode::showBoundingBox gone?
Replies: 5
Views: 614

Ogre::SceneNode::showBoundingBox gone?

Hi guys, I'm porting from 1.10 and am having some problems with my mouse picking based on Ogre::RaySceneQuery. In my 1.10 game I was artifically expanding my game objects' AABB's to make them easier to select at long distances In 1.10 I'd do something like this m_pEntity->setUpdateBoundingBoxFromSke...
by areay
Tue Mar 21, 2017 9:06 am
Forum: Ogre 2.0+
Topic: Shadow improvements
Replies: 71
Views: 6655

Re: Shadow improvements

Thank you so much dark_sylinc. Going through the 1.10 -> 2.0 migration at the moment and can't wait to get the shadow stability improvements available in 2.1.
by areay
Sat Nov 26, 2016 10:22 am
Forum: General Discussion
Topic: Want to make aaa game engine
Replies: 3
Views: 1456

Re: Want to make aaa game engine

I just want to chime in with appreciation of this flamebait * Starts off seeming like a legit newbie question * "whole mess is attached to a pointer". You should try the OgreGameManufacturer project in the FAQ/forums *OgreGameMfg->setQuality("AAA") * Dino c++. Nice wide-reanging neg * Ranting about ...
by areay
Thu Jun 30, 2016 12:53 am
Forum: Showcase
Topic: Upcoming Wild west shooter powered by OGRE.
Replies: 30
Views: 8493

Re: Upcoming Wild west shooter powered by OGRE.

Wow, great art. Can't wait to see a vid :)
by areay
Tue May 17, 2016 11:06 am
Forum: General Discussion
Topic: [1.10] Intermediate Tutorials update
Replies: 2
Views: 1120

Re: [1.10] Intermediate Tutorials update

Good stuff Pierre, this sort of thing is useful.
by areay
Sat Apr 30, 2016 11:08 am
Forum: Showcase
Topic: The Interactive Bubble
Replies: 2
Views: 1879

Re: The Interactive Bubble

Are you working on a game akilar? You're always showing these tech-demo things, something in the pipeline?
by areay
Sat Apr 30, 2016 11:06 am
Forum: Showcase
Topic: Indie Game (PC) Spellheart
Replies: 17
Views: 8845

Re: Indie Game (PC) Spellheart

Good job. You have been busy.
by areay
Sat Apr 30, 2016 10:34 am
Forum: Help
Topic: [1.9] Particle system displayed as ugly quads
Replies: 3
Views: 398

Re: [1.9] Particle system displayed as ugly quads

It'd be good to see what your Flare.000.png is looking like. Does it have an alpha channel? If so you should/could use 'scene_blend alpha_blend'. You're using scene_blend add at the moment and what I thing is happening is that you're spawning so many billboards that they are all overlapping and addi...
by areay
Sat Apr 30, 2016 10:23 am
Forum: Help
Topic: PLZ HELP! How to create animated mesh from .mesh & .skeleton
Replies: 8
Views: 938

Re: PLZ HELP! How to create animated mesh from .mesh & .skel

[quote="shome"i load the new skeleton with dotscene and export the mesh. it gives me the original mesh again[/quote] Yes, as I said changing your initial pose/skeleton position won't affect your mesh. Are you wanting to actually modify the mesh based on your modified .skeleton so that you don't need...
by areay
Fri Apr 22, 2016 4:56 am
Forum: Help
Topic: PLZ HELP! How to create animated mesh from .mesh & .skeleton
Replies: 8
Views: 938

Re: PLZ HELP! How to create animated mesh from .mesh & .skel

is it not possible by any means to capture/export the changed/modified mesh(.mesh) from OGRE? I mean the 3Dmesh corresponding to the pointing finger image. Well by playing with bone position you're not actually changing the mesh, so no, you haven't modified the mesh in the first place. By animation...
by areay
Thu Apr 21, 2016 9:52 am
Forum: Help
Topic: PLZ HELP! How to create animated mesh from .mesh & .skeleton
Replies: 8
Views: 938

Re: PLZ HELP! How to create animated mesh from .mesh & .skel

Oh I see, so you're actually exporting the stuff after playing around with it eh? Yep, I wouldn't expect to see any change in the .mesh but the skeleton would have changed. My Question is how can I get the animated mesh. I'm not sure what you mean by this. I see that your "initial" and "animated" sk...
by areay
Wed Apr 20, 2016 10:30 pm
Forum: Help
Topic: PLZ HELP! How to create animated mesh from .mesh & .skeleton
Replies: 8
Views: 938

Re: PLZ HELP! How to create animated mesh from .mesh & .skel

Lemme see if I understand this. You have a .mesh & .skeleton file. Did you create these yourself or are you trying to reverse-engineer it? Do you have the original .blender file? >> Later they were imported to OGRE and skeletal animation was applied resulting in change in rotation angles in bones. W...
by areay
Wed Apr 20, 2016 6:12 am
Forum: Help
Topic: Mipmapping without filtering
Replies: 3
Views: 432

Re: Mipmapping without filtering

Have you tried using the complex format?

instead of

Code: Select all

filtering none
try

Code: Select all

filtering none none anisotropic
by areay
Fri Apr 15, 2016 12:47 am
Forum: Help
Topic: Mipmapping without filtering
Replies: 3
Views: 432

Re: Mipmapping without filtering

Use the complex form of filtering in your material script FTFM Complex Format Format: filtering <minification> <magnification> <mip> Default: filtering linear linear point This format gives you complete control over the minification, magnification, and mip filters. Each parameter can be one of the f...
by areay
Mon Mar 28, 2016 11:45 pm
Forum: Help
Topic: Per-Entity Texturing
Replies: 4
Views: 326

Re: Per-Entity Texturing

I'm not, so that's probably the culprit. I've looked through documentation and found some skinning-related info here: http://www.ogre3d.org/docs/manual/manual_21.html#GLSL If you have some cool GLSL samples and wouldn't mind sharing, then help is as always, much appreciated :) I don't have a GLSL v...
by areay
Thu Mar 24, 2016 2:03 am
Forum: Help
Topic: Per-Entity Texturing
Replies: 4
Views: 326

Re: Per-Entity Texturing

Let's say I have 10 instances of a tank in a scene, but 2 of them are damaged, and one is heroic, which I'd want to show using a different texture, is there a way I can achieve that on the cheap-side? If you've only got three texture variants (normal, damaged, heroic) then just cloning them is OK. ...
by areay
Tue Dec 15, 2015 3:14 am
Forum: General Discussion
Topic: Cg how to make it work
Replies: 2
Views: 1611

Re: Cg how to make it work

Have you had a look in your ogre log file for errors?
by areay
Mon Nov 30, 2015 8:49 am
Forum: Help
Topic: How to tell ogre animation to not use the first frame anim
Replies: 1
Views: 406

Re: How to tell ogre animation to not use the first frame an

Well there's probably many ways to accomplish this. If you aren't looping your animations then you could set the animation start at an offset m_pAnimationState->setTimePosition(Ogre::Real) Of course you'd need to know a bunch of per model data and you might miss some bits that you do want. Another o...