Search found 505 matches

by Slicky
Sun Oct 21, 2018 4:26 pm
Forum: Help
Topic: [2.1] Texture maps - metallic workflow
Replies: 2
Views: 51

Re: [2.1] Texture maps - metallic workflow

Great. Thanks for the feedback. It is good to know what the expected format is to try and get best results.
by Slicky
Sun Oct 21, 2018 4:24 pm
Forum: Help
Topic: [2.1] Emissive map
Replies: 4
Views: 34

Re: [2.1] Emissive map

Ah ok that makes sense. So it is supported but I should be using json if I want to try a script version.
by Slicky
Sun Oct 21, 2018 1:17 pm
Forum: Help
Topic: [2.1] Texture maps - metallic workflow
Replies: 2
Views: 51

[2.1] Texture maps - metallic workflow

Using a metallic workflow I'm trying to make sure I understand the required texture formats. Here is a list: PBSM_METALLIC - grayscale PBSM_ROUGHNESS - grayscale PBSM_NORMAL - Tangent-space normal maps - RGB but generally light blue PBSM_EMISSIVE - RGB I assume? PBSM_DIFFUSE - base colour/albedo - R...
by Slicky
Sun Oct 21, 2018 1:00 pm
Forum: Help
Topic: [2.1] Emissive map
Replies: 4
Views: 34

Re: [2.1] Emissive map

After some more search it seems confusing. There is a PBSM_EMISSIVE in code but I don't see an emisssive_map item to use in scripts.

I'm trying to compare scripts to code versions while I'm testing things,
by Slicky
Sun Oct 21, 2018 12:45 pm
Forum: Help
Topic: [2.1] Emissive map
Replies: 4
Views: 34

Re: [2.1] Emissive map

I wonder if it would work baking the emissive into the base texture since there doesn't seem to be direct support?
by Slicky
Sun Oct 21, 2018 12:41 pm
Forum: Help
Topic: [2.1] Emissive map
Replies: 4
Views: 34

[2.1] Emissive map

It looks like you can't use an emissive map texture in the PBS system. I see: void Ogre::HlmsPbsDatablock::setEmissive ( const Vector3 & emissiveColour ) in the API but that is not a map. Is there another way to achieve it? I read it's not a physical property but nevertheless it seems useful to use.
by Slicky
Sat Oct 20, 2018 12:51 pm
Forum: Help
Topic: [2.1] UV scaling
Replies: 1
Views: 42

Re: [2.1] UV scaling

I found that detail_offset_scale0 in the PBS material affects UV scaling. I assume you can probably do this in code but for now this helps.
by Slicky
Fri Oct 19, 2018 10:10 pm
Forum: Help
Topic: [2.1] UV scaling
Replies: 1
Views: 42

[2.1] UV scaling

I'm playing around with importing - see https://forums.ogre3d.org/viewtopic.php?f=25&t=94387 What I am trying to do is programmatically do texture UV scaling. For me this is useful when exporting scaled UV's from a modeller. It is really just to set the UV scaling on import but maybe there could be ...
by Slicky
Fri Oct 19, 2018 5:03 pm
Forum: Ogre 2.0+
Topic: [2.1][Addon] glTF loader plugin for Ogre v2-1
Replies: 17
Views: 510

Re: [2.1][Addon] glTF loader plugin for Ogre v2-1

I created a pull request today to implement node transforms. I tried to use similar coding style. On one brief test from an exported model from Maya it is working for me. I have to play with it more to be sure.

Take a look and see what you think.
by Slicky
Thu Oct 18, 2018 7:15 pm
Forum: Ogre 2.0+
Topic: [2.1][Addon] glTF loader plugin for Ogre v2-1
Replies: 17
Views: 510

Re: [2.1][Addon] glTF loader plugin for Ogre v2-1

I got it to look correctly I think by freezing the scaling on the model. That makes me wonder about transforms and rotations. They might be a problem too.

That would mean freezing history on each export but it would work.
by Slicky
Thu Oct 18, 2018 7:03 pm
Forum: Ogre 2.0+
Topic: [2.1][Addon] glTF loader plugin for Ogre v2-1
Replies: 17
Views: 510

Re: [2.1][Addon] glTF loader plugin for Ogre v2-1

OK good to get confirmation I couldn't see any evidence of it being there. This is just one example model from Maya which seems to use scale instead of making the item that size. When I use a web viewer the export looks correct. So I'm not doing a scene. Initially I thought I needed to freeze histor...
by Slicky
Thu Oct 18, 2018 6:09 pm
Forum: Ogre 2.0+
Topic: [2.1][Addon] glTF loader plugin for Ogre v2-1
Replies: 17
Views: 510

Re: [2.1][Addon] glTF loader plugin for Ogre v2-1

Thanks for the plugin. I am starting to play with it. I've hit a little issue. I'm wondering if scale isn't implemented. A cube that is scaled to a flatter surface still comes in as a cube. I'm stepping through the code to try and see what the deal is. Part of the .gltf file: "nodes": [ { "mesh": 0,...
by Slicky
Mon Oct 15, 2018 4:09 pm
Forum: Ogre 2.0+
Topic: [2.1] Dynamic geometry
Replies: 5
Views: 153

Re: [2.1] Dynamic geometry

You are right I did just copy then cut off the extra calculations. It was more to test why some lines that I was creating don't appear unless I change their positions. I will have to look closely if I am doing some other simple mistake. I thought I'd test the original cube not being updated to make ...
by Slicky
Sat Oct 13, 2018 7:14 am
Forum: Using OGRE in practice
Topic: wireframe color
Replies: 4
Views: 154

Re: wireframe color

Isn't the 4th parameter of colour alpha? If so try 1 there instead of 0.
by Slicky
Fri Oct 12, 2018 8:35 pm
Forum: Ogre 2.0+
Topic: [2.1] Dynamic geometry
Replies: 5
Views: 153

Re: [2.1] Dynamic geometry

I am making some progress using lines. However, I've noticed that if I don't change the vertices values of them in the update function they do not all get drawn. I then went back to the DynamicGeometry example and if I just provide the same values each time the cube (in the examples case) no longer ...
by Slicky
Fri Oct 12, 2018 6:34 pm
Forum: Ogre 2.0+
Topic: [2.1] MyGUI and FreeType
Replies: 5
Views: 144

Re: [2.1] MyGUI and FreeType

I just checked my build of MyGui. It is from the repository and created with CMake. I built with the preprocessor MYGUI_USE_FREETYPE and I don't get errors like that in my log. In my app it doesn't look like I have it defined but it is working although I'm working on a new 2.1 version so can't be 10...
by Slicky
Fri Oct 12, 2018 2:14 pm
Forum: Ogre 2.0+
Topic: [2.1] Dynamic geometry
Replies: 5
Views: 153

Re: [2.1] Dynamic geometry

Ok thanks for that I will give it a try. Often things I think might be easy tend to become a rabbit hole.
by Slicky
Fri Oct 12, 2018 10:58 am
Forum: Ogre 2.0+
Topic: [2.1] Dynamic geometry
Replies: 5
Views: 153

[2.1] Dynamic geometry

So I am playing around with the dynamic geometry sample. I mostly understand it. Here is the question. If say for example I wanted to do lines or points how would I accomplish that? Since Ogre isn't OpenGL or DirectX directly there isn't a book or online tutorial and the wiki is virtually non existe...
by Slicky
Fri Oct 12, 2018 9:43 am
Forum: Ogre 2.0+
Topic: [2.1] MyGUI and FreeType
Replies: 5
Views: 144

Re: [2.1] MyGUI and FreeType

I also have a feeling you have to make sure it is defined when building MyGui.
by Slicky
Wed Oct 10, 2018 2:11 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 162

Re: [2.1] Multithreading tutorial questions

Further updates: (1) I have realised that passing the cge to the logics thread isn't going to work because when I try and get the meshptr that kind of operation can only be done in the graphics thread. (2) Given the above I'm planning on just passing the relevant data to the logic thread. The mesh p...
by Slicky
Wed Oct 10, 2018 12:06 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 162

Re: [2.1] Multithreading tutorial questions

Excellent - that worked. Thanks. :mrgreen:

Onward... to the mesh parsing.
by Slicky
Wed Oct 10, 2018 11:24 am
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 162

Re: [2.1] Multithreading tutorial questions

I am working away on the ping pong messaging. I thought it wasn't going to be that hard. I am getting my custom message but the data is corrupted. I thought maybe it was a casting error but after fiddling around I can't resolve it yet. The cge shouldn't be out of scope since it a pointer to an objec...
by Slicky
Tue Oct 09, 2018 8:57 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 162

Re: [2.1] Multithreading tutorial questions

This is what I use void MeshTools::getMeshInfo(Ogre::MeshPtr mesh, int &outVertexCount, Ogre::Vector3* &outVertices, int &outIndexCount, Ogre::uint32* &outIndices, Ogre::Matrix4 transform) { //First, we compute the total number of vertices and indices and init the buffers. unsigned int numVertices ...
by Slicky
Tue Oct 09, 2018 8:50 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 162

Re: [2.1] Multithreading tutorial questions

I was thinking along the same lines today of adding another message back to the logic thread. It seems kind of funny since the logic thread requested it but since I realised it isn't an item until the graphics thread creates it needs a message back.
by Slicky
Tue Oct 09, 2018 4:57 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 162

Re: [2.1] Multithreading tutorial questions

Yes I do some physics with primitives but also use some mesh based items that can't be duplicated easily with primitives.