Search found 62 matches

by DigitalGhost
Wed Sep 08, 2010 7:30 pm
Forum: Help
Topic: Continue updating screen while window is in background
Replies: 4
Views: 281

Re: Continue updating screen while window is in background

I hate to reply to my own post, but...

I found out that this is only an issue with directx. In OpenGL, the window updates fine, even if other windows are on top of it.

I'd still like my app to work in directx though, so if anyone has a solution for this problem I appreciate it.
by DigitalGhost
Mon Sep 06, 2010 5:51 am
Forum: Help
Topic: Continue updating screen while window is in background
Replies: 4
Views: 281

Continue updating screen while window is in background

Hey everyone, I'm writing an OGRE real-time visualizer for Dwarf Fortress. There's a library called dfhack that can attach to the dwarf fortress process and give updates on the game state. I'd like to keep the dwarf fortress program in the foreground since it contains the user interface, but when I ...
by DigitalGhost
Sat Feb 06, 2010 4:45 pm
Forum: Help
Topic: Question about static link error
Replies: 5
Views: 1042

Re: Question about static link error

Hey Sam,

I had the same problem. I fixed it by setting OGRE_UNICODE_SUPPORT to 0 in OgrePlatform.h

I think that #define is causing the basic_string size to change, or something. I'm not sure why it fixes it, but it works.
by DigitalGhost
Thu Aug 27, 2009 3:22 pm
Forum: Showcase
Topic: Underworld Hockey Club reaches 1.0, open beta
Replies: 7
Views: 3430

Re: Underworld Hockey Club reaches 1.0, open beta

Aiursrage2k wrote:Looks amazing, I really enjoyed the trailer

Thanks! Let me know if you have any criticisms and I will try to address them =)
by DigitalGhost
Tue Jul 21, 2009 2:55 pm
Forum: Showcase
Topic: Underworld Hockey Club reaches 1.0, open beta
Replies: 7
Views: 3430

Re: Underworld Hockey Club reaches 1.0, open beta

Here's a link to the UHC 1.0 trailer video:

http://www.youtube.com/watch?v=MesFmgu-40M
by DigitalGhost
Sat Jul 18, 2009 2:57 pm
Forum: Showcase
Topic: Underworld Hockey Club reaches 1.0, open beta
Replies: 7
Views: 3430

Re: Underworld Hockey Club reaches 1.0, open beta

Screen shot - or I'll move this topic. :) I'm working on a video, but in the meantime here are some impromptu screen shots. Hip checked at center ice. http://www.underworldhockeyclub.com/UHC_Screens/HipCheck.png Getting checked into the bench, ouch. http://www.underworldhockeyclub.com/UHC_Screens/C...
by DigitalGhost
Sat Jul 18, 2009 2:18 pm
Forum: Showcase
Topic: Underworld Hockey Club reaches 1.0, open beta
Replies: 7
Views: 3430

Re: Underworld Hockey Club reaches 1.0, open beta

SomeFusion wrote:Hi,

looks good! I just can't try it, when I download the Linux 64bit web updater it tells me to go to the website and download a new updater but I always get an old version :)
Sorry, it's fixed now.
by DigitalGhost
Sat Jul 18, 2009 2:23 am
Forum: Showcase
Topic: Underworld Hockey Club reaches 1.0, open beta
Replies: 7
Views: 3430

Underworld Hockey Club reaches 1.0, open beta

Hey all, In preparation for IGF, Underworld Hockey Club (UHC) is now in open beta, this means that you do not need to post on the forums to download the beta. UHC is built on top of the OGRE Graphics engine. Lucifer has decided that the victims in the Underworld have become too tolerant of the beati...
by DigitalGhost
Tue Jul 07, 2009 1:09 pm
Forum: Developer talk
Topic: CMake build system for Cthugha *looking for testers*
Replies: 483
Views: 56283

Re: CMake build system for Cthugha *looking for testers*

One gripe I have about the cmake build system for ogre is that is doesn't put debug files either (1) in their own directory or (2) with a _d at the end. At least it doesn't do this for my OS (mac osx). As a result, the debug and release builds overwrite each other when I try to install. I'm using M...
by DigitalGhost
Tue Jul 07, 2009 5:01 am
Forum: Developer talk
Topic: CMake build system for Cthugha *looking for testers*
Replies: 483
Views: 56283

Re: CMake build system for Cthugha *looking for testers*

One gripe I have about the cmake build system for ogre is that is doesn't put debug files either (1) in their own directory or (2) with a _d at the end. At least it doesn't do this for my OS (mac osx). As a result, the debug and release builds overwrite each other when I try to install.
by DigitalGhost
Sat Jan 03, 2009 2:35 am
Forum: Using OGRE in practice
Topic: Hardware skinning material on mesh without skin
Replies: 4
Views: 504

Re: Hardware skinning material on mesh without skin

Alright, I can do that. Thanks!
by DigitalGhost
Sat Jan 03, 2009 1:57 am
Forum: Using OGRE in practice
Topic: Hardware skinning material on mesh without skin
Replies: 4
Views: 504

Re: Hardware skinning material on mesh without skin

Hardware skinning without a skeleton really doesn't make any sense. If you know in advance, give those skeleton-less meshes a non-skinning shader. You could throw in a technique in the material so that it will render regardless. I know it doesn't make sense, but it happens when you mix and match ma...
by DigitalGhost
Sat Jan 03, 2009 1:51 am
Forum: Using OGRE in practice
Topic: Hardware skinning material on mesh without skin
Replies: 4
Views: 504

Hardware skinning material on mesh without skin

Hey all, I have a lot of procedural materials. At the moment I threw the hardware skinning vertex program on all the materials, but I found out that, for meshes that do not have a skeleton, this causes the mesh to disappear. Here are the options as I see it: 1) Create two copies of each material tha...
by DigitalGhost
Mon Dec 29, 2008 6:30 am
Forum: Feature Requests
Topic: Software/Windowless Render System
Replies: 4
Views: 1234

Software/Windowless Render System

Hey all, At the moment, the dedicated server requires an OpenGL or D3D render system to run. This means that it requires windows or X11. There is no way to run the dedicated server on a machine without a windowing system. The reason why the dedicated server needs a render system is because it needs ...
by DigitalGhost
Tue Sep 30, 2008 5:59 pm
Forum: Help
Topic: Crash on shutdown
Replies: 3
Views: 312

Nevermind, I found it.

I forgot to call Ogre::WindowEventUtilities::removeWindowEventListener
by DigitalGhost
Tue Sep 30, 2008 1:59 pm
Forum: Help
Topic: Crash on shutdown
Replies: 3
Views: 312

Re: Crash on shutdown

I have this same problem.

Did you find a solution? Has anyone else experienced this problem and figured out what's wrong?
by DigitalGhost
Mon Jul 28, 2008 3:08 am
Forum: Developer talk
Topic: Bug in mesh::setSkeletonName
Replies: 2
Views: 639

That makes sense. Maybe you could just reference-count the # of entities that are using a mesh and throw exceptions if you try to do something to the mesh like set the skeleton while an entity is using that mesh. It would be faster than being robust enough to auto-correct any entities or anything li...
by DigitalGhost
Sun Jul 27, 2008 6:29 am
Forum: Developer talk
Topic: Bug in mesh::setSkeletonName
Replies: 2
Views: 639

Bug in mesh::setSkeletonName

Hey all, If I do this: 1) Create entities 2) call entity->getMesh()->setSkeletonName(...) 3) call entity->shareSkeletonInstanceWith(...) 4) destroy all entities It will crash on step 4 when it tries to destroy an entity. From the crash output, it looks like it's trying to delete an invalid pointer. ...
by DigitalGhost
Sat Jul 26, 2008 6:03 pm
Forum: Artists & Content Creators
Topic: Preview of the next Blender exporter
Replies: 192
Views: 69458

Multiple meshes with the same skeleton

I have many meshes with the same skeleton (different clothes, accessories, etc), and I want them all to have the same animations. The problem is that right now I have to go through all of them and set the animations for each one so they all match. How hard would it be to add a button that says "All ...
by DigitalGhost
Mon May 05, 2008 8:50 pm
Forum: Recruitment
Topic: Looking for artist for Underworld Hockey Club
Replies: 5
Views: 1215

Alright, I'll give them a shot.

Thanks a lot!
by DigitalGhost
Sat May 03, 2008 3:14 pm
Forum: Recruitment
Topic: Looking for artist for Underworld Hockey Club
Replies: 5
Views: 1215

Jabberwocky wrote:Looks fun. :)

You might need to ping some more art-centric forums to find an artist, it's mostly programmer types who hang out around here.

Good luck.
Thanks =)

Can you point me towards some art-centric forums? I don't really know of any groups besides all the programmer ones.
by DigitalGhost
Fri May 02, 2008 4:52 pm
Forum: Recruitment
Topic: Looking for artist for Underworld Hockey Club
Replies: 5
Views: 1215

Looking for artist for Underworld Hockey Club

Hey all, Underworld Hockey Club is an arcade hockey game that uses real physics for handling saves, checks, etc. It supports up to 5v5 multiplayer hotseat and/or network play. You can see a video of the 0.2 alpha version here: http://www.youtube.com/watch?v=0727a0jJaoE . Since that time, I've added ...
by DigitalGhost
Mon Jan 21, 2008 6:14 pm
Forum: Using OGRE in practice
Topic: Byte ordering issue with HardwarePixelBuffer
Replies: 4
Views: 778

No, your code is wrong. PF_R8G8B8A8 is a native, packed format which means it reflects endianness. On an Intel machine, the A will be the first byte (little endian), on PPC it would be the R. Thus your results are completely correct, your input data puts 0 in the alpha channel. If you want fixed en...
by DigitalGhost
Fri Jan 11, 2008 5:29 am
Forum: Using OGRE in practice
Topic: Byte ordering issue with HardwarePixelBuffer
Replies: 4
Views: 778

Byte ordering issue with HardwarePixelBuffer

Hey all, if I do this: hardwareWindowBuffer = Ogre::TextureManager::getSingleton().createManual( "AGG_HARDWARE_TEXTURE", "AGG", Ogre::TEX_TYPE_2D, width, height, 0, Ogre::PF_R8G8B8A8 , Ogre::TU_DYNAMIC, NULL ); ... unsigned char* tmpbuffer = new unsigned char[width * height * 4]; for(unsigned char *...