Search found 63 matches

by farrer
Thu Dec 07, 2017 11:37 am
Forum: Google Summer Of Code
Topic: [GSoC 2018] Idea Discussion
Replies: 16
Views: 3708

Re: [GSoC 2018] Idea Discussion

My suggestion: rework and fix the SDK generation process and automagically generate releases for both Ogre 1.10.x and Ogre 2.1. Although it's straightforward to compile Ogre, for newcomers it seems like a significant initial barrier, as suggested by the high frequency new people appear at this forum...
by farrer
Fri Nov 17, 2017 12:19 pm
Forum: Ogre 2.0+
Topic: Exploring 2D gui rendering (looking for guides/examples)
Replies: 10
Views: 489

Re: Exploring 2D gui rendering (looking for guides/examples)

Right, that's a simple and straight forward solution. I was just curious if it was possible to set a such transform, like you could do with world transforms in Ogre 1.x. I don't think it's possible on a 2.x way, as the getWorldTransforms seems to be used only for v1-compatible render queues (and is...
by farrer
Thu Nov 16, 2017 11:55 am
Forum: Ogre 2.0+
Topic: Exploring 2D gui rendering (looking for guides/examples)
Replies: 10
Views: 489

Re: Exploring 2D gui rendering (looking for guides/examples)

With getUseIdentityProjection() returning true it seems that the position of the SceneNode represents the position where it will end up in clip space. Would you know where to store the transform if I want to change that? E.g. If my SceneNode's position is (0, 0, 0), the I'd like it to end up in the...
by farrer
Wed Nov 15, 2017 10:37 pm
Forum: Ogre 2.0+
Topic: Exploring 2D gui rendering (looking for guides/examples)
Replies: 10
Views: 489

Re: Exploring 2D gui rendering (looking for guides/examples)

Glad it is working! About: I could not override getUseIdentityProjection() in Renderable though - it seems it's not virtual in 2.1. So I just used setUseIdentityProjection() on the renderable instead. You're right. And also mUseIdentityProjection is a protected attribute and you could just set it on...
by farrer
Tue Nov 14, 2017 3:05 pm
Forum: Ogre 2.0+
Topic: Exploring 2D gui rendering (looking for guides/examples)
Replies: 10
Views: 489

Re: Exploring 2D gui rendering (looking for guides/examples)

Since surfaces in SDL are rectangles - would it make sense to create a VAO containing vertices for a 2D "Unit square" which can be scaled up and down depending on the desired dimensions of the widget? This VAO could then be re-used by all widgets. (I don't know how to handle transparency and alpha ...
by farrer
Mon Nov 13, 2017 12:09 pm
Forum: Ogre 2.0+
Topic: Exploring 2D gui rendering (looking for guides/examples)
Replies: 10
Views: 489

Re: Exploring 2D gui rendering (looking for guides/examples)

Regarding your questions, from the way I've implemented in Farso, which is very different, as far as I seen, from the way it is implemented in MyGui: Are there any scene nodes involved? Yes. On Farso each 'root' widget (without parents) is associated to a renderer. The renderer is defined by its own...
by farrer
Mon Nov 06, 2017 11:20 am
Forum: Ogre 2.0+
Topic: [2.1] GUI solution for Ogre 2.1 discussion
Replies: 29
Views: 1426

Re: [2.1] GUI solution for Ogre 2.1 discussion

I'm using my own library: https://github.com/farrer/farso (not official released yet... and maybe it's too much tied to my own needs). For 2.1 it implements a Movable/Renderable for widget renderers (note that the only widgets that have a renderer are those without parents: the children use the same...
by farrer
Fri Oct 13, 2017 12:14 pm
Forum: Ogre 2.0+
Topic: Using Ogre for 3D and SDL/Cairo for GUI ?
Replies: 1
Views: 241

Re: Using Ogre for 3D and SDL/Cairo for GUI ?

1. Can Ogre 2.1 render to a SDL Texture or SDL Viewport (i.e can Ogre and SDL share the same window?) In fact, the usual way to initialize Ogre 2.1 is using a SDL2's SDL_Window (in a way very similar to the usual way of initialize SDL2 to use an OpenGL context, if you're familiar if that). Take a l...
by farrer
Sat Aug 26, 2017 11:41 am
Forum: Help
Topic: Unlit datablock always visible
Replies: 2
Views: 221

Re: Unlit datablock always visible

I use this:

Code: Select all

      "MacroBlock_mapeditor_nondepth" :
      {
         "depth_check" : false,
         "depth_write" : true,
         "polygon_mode" : "solid"
      }
Try, on yours, to set depth_write to true.
by farrer
Mon Aug 21, 2017 12:19 pm
Forum: Ogre 2.0+
Topic: [2.1] How to set projectionMatrix in a MovableObject?
Replies: 10
Views: 1265

Re: [2.1] How to set projectionMatrix in a MovableObject?

As you seem to be just rendering to a 2d screen space, its much more easer to set to use the identity world matrix and set the coordinates to be inner the [-1,1] coordinates space. Anyway, from the pictures you show, I would guess that the clipping is due to some overlap with the camera's near clip ...
by farrer
Thu Aug 10, 2017 7:50 pm
Forum: Ogre 2.0+
Topic: Leak on Mesh::destroySubMesh
Replies: 1
Views: 180

Leak on Mesh::destroySubMesh

Shouldn't Mesh::destroySubMesh freed the submesh (which is usually created with Mesh::createSubMesh) instead of only removing it from the submeshes vector (OgreMesh2.cpp, line 102)? I do believe so, as if not calling destroySubMesh, the submesh is proper freed at Mesh::unloadImpl (line 188), but if ...
by farrer
Sat Aug 05, 2017 12:53 pm
Forum: General Discussion
Topic: Assimp -> Ogre adaptor
Replies: 30
Views: 1988

Re: Assimp -> Ogre adaptor

xrgo wrote:Hello! I've made the repo:

https://github.com/yoyTeam/BlendLoader
Commenting here just to thank you for that!
by farrer
Sat Aug 05, 2017 12:50 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 3070

Re: Mesh vs OpenGEX vs glTF

As for lights & camera other scene stuff: Really what I care the most about are meshes and materials. Exporting a scene often gets in the way (because lots of unnecessary gets included, and may even mess up the initial location instead of having a centered mesh, etc). While there's a need for havin...
by farrer
Fri Aug 04, 2017 10:02 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 3070

Re: Mesh vs OpenGEX vs glTF

edit: i see from the buttom of the article that dark_sylinc point about lack of industry grade middle-ware exporters is still valid( or am i wrong? ), a few unmaintained gltf converters on github just won't cut it... As the glTF 2.0 specification was released on June 5, 2017 , I would be impressed ...
by farrer
Fri Aug 04, 2017 12:48 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 3070

Re: Mesh vs OpenGEX vs glTF

glTF 2.0 integration in Ogre would be great. Yesterday Godot integrated it as a importer to their engine, and the programmer who made the integration seems very happy with glTF. Quick looking at their code , it seems not too much pain. Maybe worth a community effort to integrate glTF to Ogre... I co...
by farrer
Mon Jul 31, 2017 5:26 pm
Forum: Help
Topic: [2.1] sharedVertexData and indexData are size-2 arrays now?
Replies: 4
Views: 322

Re: [2.1] sharedVertexData and indexData are size-2 arrays n

if I just want to get my old code (which creates a mesh programatically by populating vertex and index buffers) working with the newest Ogre, what do I do? If you don't have any particular reason to create it as v1 meshes, I would recommend you to take a look at the DynamicGeometry Sample ( Samples...
by farrer
Thu Jul 20, 2017 12:53 pm
Forum: Help
Topic: v2-1 Samples - Cannot initialize SDL2! ...
Replies: 3
Views: 383

Re: v2-1 Samples - Cannot initialize SDL2! ...

For me, modifying the file Samples/2.0/Common/src/GraphicsSystem.cpp from if( SDL_Init( SDL_INIT_EVERYTHING ) != 0 ) to if( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_TIMER ) != 0 ) Fixed the init issues I had. The reason for that, in my distribution case, is that SDL2 is compiled without...
by farrer
Mon Jul 03, 2017 7:26 pm
Forum: Ogre 2.0+
Topic: [2.1] V2 Mesh - Shared Vertex Buffer?
Replies: 4
Views: 494

Re: [2.1] V2 Mesh - Shared Vertex Buffer?

Take a look at the keepAsShadow parameter of CreateVertexBuffer : If keepAsShadow is false, caller is responsible for freeing the data If keepAsShadow is true, we're responsible for freeing the pointer. We will free the pointer using OGRE_FREE_SIMD( MEMCATEGORY_GEOMETRY ), in which case the pointer ...
by farrer
Mon Apr 24, 2017 12:04 pm
Forum: Announcements / News / Information
Topic: [News] Ogre3D 1.10 released
Replies: 6
Views: 24204

Re: [News] Ogre3D 1.10 released

Great! And the best for Ogre's 1.x near future:
to make OGRE releases predictable, we will switch away to a feature based to a time based release model for the 1.x branch.
by farrer
Mon Apr 17, 2017 1:57 pm
Forum: Help
Topic: Ogre2.1 attach camera to node exception
Replies: 2
Views: 223

Re: Ogre2.1 attach camera to node exception

From Ogre's 2.1 Porting Manual: By default cameras are attached to the root scene node on creation. Therefore if your application was attaching Cameras to SceneNodes of your own, you will have to detach it first calling Camera::detachFromParent; otherwise the engine will raise the well-known excepti...
by farrer
Wed Apr 05, 2017 7:40 pm
Forum: Using OGRE in practice
Topic: [Solved] FSAA issue
Replies: 4
Views: 893

Re: FSAA issue

I don't have a clue on solving this one. But, as you're having some problems with 1.7 (although I believe you already measured the pros-and-cons of that) is there any big reason to not update to use some more up-to-date Ogre's version? (I have 1.9 or 1.10 in mind). This way you can have more help fr...
by farrer
Mon Apr 03, 2017 6:07 pm
Forum: Using OGRE in practice
Topic: [Solved] Gain performance by entities in viewport detection
Replies: 9
Views: 1023

Re: Gain performance by entities in viewport detection

kubatp wrote: Do you know what function would immediately tell me if entity is in view frustrum?
Use Ogre::Camera::isVisible passing to it the entity's bounding box.
by farrer
Sun Apr 02, 2017 8:12 pm
Forum: Using OGRE in practice
Topic: [Solved] Gain performance by entities in viewport detection
Replies: 9
Views: 1023

Re: Gain performance by entities in viewport detection

I remember read somewhere that Ogre 1.x do frustum culling on animation/skeleton update, if it's the case for 1.7.x, culling it again is probably a waste of time. "Somewhere" is: here : In Ogre 1.x, culled (as in: not visible in the view frustum) objects do not have their animation and skeleton upda...
by farrer
Mon Mar 27, 2017 2:46 pm
Forum: Ogre 2.0+
Topic: Shadow improvements
Replies: 71
Views: 6734

Re: Shadow improvements

Yes, you're incorrectly defining your compositor. Your RenderQueue setting should be in cubemap_target_shadow (or inside each target tmpCubemap +-XYZ : cubemap_target_shadow {} declaration). You've placed it instead in the render_quad which is the last stage and does nothing there. Many thanks! It ...
by farrer
Mon Mar 27, 2017 12:41 pm
Forum: Ogre 2.0+
Topic: Shadow improvements
Replies: 71
Views: 6734

Re: Shadow improvements

Not sure if it's a bug or if it's me doing something wrong: On the compositors, I've used to define at the shadows render pass the render queues that should affect them, to avoid having GUI widgets interfering with the shadows, ie: shadow_map_target_type directional spot { shadow_map 3 4 { pass rend...