Search found 419 matches

by manowar
Wed Aug 04, 2010 6:24 pm
Forum: Back to Basics
Topic: Trying to understand how this pointer works in Ogre
Replies: 21
Views: 2107

Re: Trying to understand how this pointer works in Ogre

Yes you are right, the pointers will be overwritten, however as you can see, the objects are not created by directly calling 'new'. The pointers are stored and managed internally by ogre. Ogre keeps some internal structures to store and track the pointers. This is one of the reason why you have to u...
by manowar
Thu Jul 01, 2010 2:58 pm
Forum: Using OGRE in practice
Topic: 2D transparent objects and depth fighting
Replies: 4
Views: 981

Re: 2D transparent objects and depth fighting

Thanks xavier but I knew that already, but it's not really easy to use, as I can have a lot of different objects and they can stack, set one to the top... I have a question though: I put all my entities in the same queue group. I disabled the transparent sorting. I tried to use setRenderQueueGroupAn...
by manowar
Tue Jun 29, 2010 9:17 pm
Forum: Using OGRE in practice
Topic: 2D transparent objects and depth fighting
Replies: 4
Views: 981

Re: 2D transparent objects and depth fighting

Thank you for your suggestion, unfortunately it is not working for me. It changes though where the depth fighting occurs when I move my objects. I suppose it is because I'm using 2D geometry, so all the 'Extremes' are planar. I did not know that though, it is a bit lost in the documentation but coul...
by manowar
Tue Jun 29, 2010 5:22 pm
Forum: Using OGRE in practice
Topic: 2D transparent objects and depth fighting
Replies: 4
Views: 981

2D transparent objects and depth fighting

Hi, I have a lot of 2D entities (planes) and most of them have transparent or semi-transparent materials. All those entities have the same height, like cards on a table. I can move them and they can stack on top of each others. Obviously I have depth fighting issues, I have some experience with tran...
by manowar
Fri Jun 26, 2009 4:13 pm
Forum: Using OGRE in practice
Topic: Manual Mesh - D3D/OpenGL different results [SOLVED]
Replies: 1
Views: 1206

Re: Manual Mesh - D3D/OpenGL different results [Solved]

I fixed it !

that line is causing all the troubles

Code: Select all

 subMesh->indexData->indexCount = mNumIndices;
it should be

Code: Select all

subMesh->indexData->indexCount = numIndices;

Thank you if you started to look at it.
by manowar
Wed Jun 24, 2009 7:28 pm
Forum: Using OGRE in practice
Topic: Manual Mesh - D3D/OpenGL different results [SOLVED]
Replies: 1
Views: 1206

Manual Mesh - D3D/OpenGL different results [SOLVED]

Hello, While working on a project requiring the creation of manual meshes I started to have some troubles with some polygons with different renderer. Everything is fine with d3d9 but some triangles are wrong with opengl. I tested my app on windows and linux and both version have the same issues with...
by manowar
Thu Nov 06, 2008 11:06 am
Forum: Help
Topic: Normal maps + Skinned animation shader
Replies: 7
Views: 1062

Well this the problem in the other thread is different, it seems to be related with GL only. My application is running with d3d renderer.
So annoying problem :(
by manowar
Wed Nov 05, 2008 7:10 pm
Forum: Help
Topic: Normal maps + Skinned animation shader
Replies: 7
Views: 1062

I have been using this shader in my app (even modified it to get two lights...) and it was working fine, until I upgraded to shoggoth where the lighting gets totally wrong. I tried the model in Lexi viewer and its fine too. I tried to use cg instead of hlsl but I get the same issues with lighting. I...
by manowar
Fri Oct 24, 2008 9:41 am
Forum: General Discussion
Topic: Draw a text on render window ???
Replies: 2
Views: 449

Have you tried to search on the forum ? This has been discussed so many times. There are some examples on the wiki too. http://www.ogre3d.org/wiki/index.php/Simple_Text_Output http://www.ogre3d.org/wiki/index.php/HowTo:_Write_text_on_texture http://www.ogre3d.org/wiki/index.php/Simple_text http://ww...
by manowar
Wed Oct 22, 2008 12:40 pm
Forum: Showcase
Topic: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
Replies: 193
Views: 91740

If I understand well, this is similar as OgreOpcode...but does not use opcode then ?
by manowar
Mon Sep 29, 2008 3:40 pm
Forum: Help
Topic: [Solved] Material problem: script vs c++
Replies: 2
Views: 155

If I am not wrong, you don't have to create a technique and pass in C++, default ones should be done for you when you create the material. You are creating a second technique in your code.
by manowar
Thu Aug 07, 2008 3:16 pm
Forum: Help
Topic: How to make water like in OGRE demo ?
Replies: 2
Views: 2160

You have the whole source code for the ogre examples. (Water and Ocean).
Also you can have a look at 'hydrax' if you need something more advanced:

http://www.ogre3d.org/phpBB2/viewtopic. ... ght=hydrax
by manowar
Mon Aug 04, 2008 12:15 pm
Forum: Help
Topic: Simple Vertex Buffer example
Replies: 2
Views: 436

Maybe you could try to use a ManualObject ?
by manowar
Wed Jul 16, 2008 12:45 pm
Forum: Help
Topic: Why does my meshes slow up my application?
Replies: 8
Views: 381

Well..a lot if you look at the number of triangles in the scene... (566056 triangles)...and they don't have fruits yet :o)
by manowar
Mon Jul 14, 2008 12:49 pm
Forum: Using OGRE in practice
Topic: SilverLining integration
Replies: 21
Views: 3192

Fantastic ! This looks like some kind of After Burner for the ogre jet graphics engine !
by manowar
Wed Jul 02, 2008 10:01 am
Forum: Using OGRE in practice
Topic: Texture atlas in ogre
Replies: 41
Views: 6901

@SpaceDude> I have just found this thread after reading the nvidia papers. I was going to start implementing that in Ogre. I think you said you would be able to post your code in the wiki. I am not sure if I missed it or if you have not done it yet ? This sounds like a really useful tool. Thanks
by manowar
Thu Jun 26, 2008 3:26 pm
Forum: Help
Topic: Calling ogre functions in a different thread
Replies: 2
Views: 301

@nullsquared> It could be but the thread in OgreAL is used to update the buffers when using streaming sounds. It is done in a framelistener when OgreAL is compiled as single threaded...the problem is that when the application hangs for a while, the buffers are not updated and the sound stops. It wou...
by manowar
Thu Jun 26, 2008 3:03 pm
Forum: Help
Topic: Calling ogre functions in a different thread
Replies: 2
Views: 301

Calling ogre functions in a different thread

I looking for some general advice about calling ogre functions from a different thread. I am trying to fix some issues (random crashes) with OgreAL related to multithreading. (http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=7493). OgreAL thread calls a few ogre functions like getDerivedPosition()...
by manowar
Wed Jun 25, 2008 10:27 pm
Forum: Help
Topic: can't find OgreMain.lib
Replies: 2
Views: 239

Look in Ogre/lib :o)
by manowar
Thu Jun 12, 2008 10:36 am
Forum: Help
Topic: [Slvd]Setting frame rate up to a max. value -Is it possible?
Replies: 2
Views: 217

This has been discussed several times in the forum. Please do a search.

Here is one thread to start with:

http://www.ogre3d.org/phpBB2/viewtopic. ... +framerate
by manowar
Wed Jun 11, 2008 4:34 pm
Forum: Using OGRE in practice
Topic: How to find coordinate x,y,z on mesh/scene
Replies: 4
Views: 549

If you want accurate collisions, something fast, easy to use, try OgreOpcode. I have used it in a few projects and it works very well.
by manowar
Tue Jun 10, 2008 11:01 am
Forum: Showcase
Topic: Hikari (v0.3)
Replies: 415
Views: 170828

Thanks. I used the adobe flash uninstaller: http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_14157 Then reinstalled flash 9 player. It still did not work. I finally installed http://www.adobe.com/support/flashplayer/ts/documents/tn_19166/Install_Flash_Player_9_ActiveX.zip And every is fi...
by manowar
Tue Jun 10, 2008 10:42 am
Forum: Showcase
Topic: Hikari (v0.3)
Replies: 415
Views: 170828

Hum, that's weird...flash 9 is definitely installed on my machine. I even have just reinstalled the player from the link you gave me.
Flash 6 must be referenced somewhere on my computer. Anyway thanks for the quick reply.
by manowar
Tue Jun 10, 2008 10:09 am
Forum: Showcase
Topic: Hikari (v0.3)
Replies: 415
Views: 170828

This sounds like a really good project and I could not wait to test it. Unfortunately I have not managed to compile it. I am using visual studio express 2005. 1>.\source\FlashControl.cpp(342) : error C2039: 'CallFunction' : is not a member of 'ShockwaveFlashObjects::IShockwaveFlash' 1> c:\documents ...
by manowar
Fri Jun 06, 2008 11:46 am
Forum: Help
Topic: [Solved]createSphere: Doesn't work with much Segments/Rings?
Replies: 2
Views: 282

I guess because it reaches the maximum indices when using 16bits indices and you get more than 65536 vertices in the sphere.