Search found 737 matches

by frostbyte
Sat Mar 31, 2018 7:58 am
Forum: Help
Topic: [2.1] Segmentation fault
Replies: 3
Views: 109

Re: [2.1] Segmentation fault

dark_sylinc wrote:
Sat Mar 31, 2018 4:47 am
There is already a fix, but if the Mesa driver was compiled from git older than September 2018, it will likely have that bug.
damn, i've always suspected dark_sylinc is from the future :D
by frostbyte
Sat Mar 31, 2018 3:57 am
Forum: General Discussion
Topic: Need some help with understanding Ogre3D structures and finding tutorials.
Replies: 3
Views: 242

Re: Need some help with understanding Ogre3D structures and finding tutorials.

for tutorials and general ogre usage look at the ogre3d.org page under the support tab, you can also check ogre's github repo https://github.com/OGRECave/ogre ogre-wiki has plenty of snipplets/tutorials http://wiki.ogre3d.org/Snippets and this is what you need http://wiki.ogre3d.org/Generating+A+Mes...
by frostbyte
Sat Mar 31, 2018 3:44 am
Forum: General Discussion
Topic: Next-gen 3D engine and pbr with ogre3D?
Replies: 16
Views: 837

Re: Next-gen 3D engine and pbr with ogre3D?

But ⅓ of the samples in the Sample Browser in DirextX mode crash or have something wrong. But the ones i've tried seem to work in opengl3 mode. AFAIK sampleBrowser only works for ogre1.10 and has been deprecated with ogre2.1( i think it was only recently removed from the 2.1 branch ) so if you want...
by frostbyte
Tue Feb 27, 2018 9:34 am
Forum: Lounge / Off-topic
Topic: ogre based google earth style planet terrain project with code...
Replies: 0
Views: 348

ogre based google earth style planet terrain project with code...

i found this on github , developer must be shy :) i think this deserves at least to be presented in the showcase sub-forum, but since i'm not the developer... the good stuff: https://github.com/cfmmoc/cfmmoc the cool stuff: https://www.youtube.com/channel/UCh9VN6kECIpTvV_4pSCOeJA at last, after year...
by frostbyte
Tue Feb 27, 2018 2:00 am
Forum: Using OGRE in practice
Topic: Simulate google maps with Terrain component
Replies: 15
Views: 1966

Re: Simulate google maps with Terrain component

just reviving this this topic, i needed a clouser... :P
https://github.com/cfmmoc/cfmmoc
by frostbyte
Mon Feb 19, 2018 3:11 pm
Forum: General Discussion
Topic: Hierarchic list of important runtime classes?
Replies: 3
Views: 266

Re: Hierarchic list of important runtime classes?

paroj is right, ogre is not easily hackable, you better read some docs and tutorials before jumping in... in case you're using 1.10 i recommend also checking the sampleBrowser projects( ignore all the fuss with the menus ) and the unitTests code( which contain more constrained samples ) for manipula...
by frostbyte
Mon Feb 19, 2018 11:32 am
Forum: General Discussion
Topic: Hierarchic list of important runtime classes?
Replies: 3
Views: 266

Re: Hierarchic list of important runtime classes?

you should have a more specific question or search the forum- one might as well write a book answering this if you just want names to focus on then sceneNode - is what you move along the worlds x,y,z axis, with control for position,orientation,scale, visibility etc... mesh/submesh contains mesh data...
by frostbyte
Sat Feb 10, 2018 7:02 am
Forum: Lounge / Off-topic
Topic: State/feedback/rant -> Ogre 2.1
Replies: 13
Views: 1206

Re: State/feedback/rant -> Ogre 2.1

the main dev mathias took a break to write a book for the last 3-4 users looking at latest commits and forum answers i don't think that is true but anyhow, if he does then i do hope he will write a "customize your HLMS" chapter( hint... hint... :wink: ) you get to choose the exact components you wa...
by frostbyte
Wed Feb 07, 2018 8:57 am
Forum: Lounge / Off-topic
Topic: State/feedback/rant -> Ogre 2.1
Replies: 13
Views: 1206

Re: State/feedback/rant -> Ogre 2.1

The main problem is that there are very little people writing their own engines, and many less people wanting to contribute to a rendering engine, so there's Matias doing all the work alone, so unless we can clone him :D, chances are Ogre will still advance at this "slow" rate. My personal dream is...
by frostbyte
Wed Feb 07, 2018 6:37 am
Forum: Developer talk
Topic: future plans of ogre1.1x
Replies: 2
Views: 438

Re: future plans of ogre1.1x

looking on my GSoC proposals, you probably get the best idea where I want 1.x to go... expending the idea-discussion a bit to this thread... Topic1: interoperability between the addons suggesting this is a better path https://github.com/yoyTeam/BlendLoader ( ogre2.1 but actually works on v1:mesh ) ...
by frostbyte
Tue Feb 06, 2018 1:41 pm
Forum: General Discussion
Topic: Using C# and 64 Bit
Replies: 2
Views: 219

Re: Using C# and 64 Bit

Ogre 1.10 has SWIG descriptions that are used to generate Python and Java bindings. C# is still missing. For details see: https://github.com/OGRECave/ogre/blob/master/Docs/1.10-Notes.md#python "out of the box" you can compile java classes to c# classes with ikvm https://www.ikvm.net but if you go a...
by frostbyte
Tue Feb 06, 2018 11:57 am
Forum: Developer talk
Topic: future plans of ogre1.1x
Replies: 2
Views: 438

future plans of ogre1.1x

hi paroj, i've seen that you started fiddling with PBS and i understand that you want to aband HLMS port and integrate PBS to RTSS, as i understand you're purpose is to allow PBS with gpu-skinning with all light-source types was hoping you can expend a bit about this PBS pipeline... i'm also interes...
by frostbyte
Fri Dec 08, 2017 1:19 am
Forum: Showcase
Topic: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)
Replies: 31
Views: 18692

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

HLMS is flexible, so an implementation based around blender/cycles is perfectly possible. However that's not the route I personally want to travel. Having others dictate how your shader code must be written can be extremely limiting and frustrating. Blender is optimized for quality, without any reg...
by frostbyte
Fri Dec 08, 2017 12:04 am
Forum: Showcase
Topic: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)
Replies: 31
Views: 18692

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

xrgo wrote: ↑Tue Nov 14, 2017 4:00 pm May I say something a little discouraging...? I was really really exited about DERGO (since I use blender files in my engine, I edit my materials in blender too)... but... now Blender 2.8 with Eevee is around the corner and I think efforts should be put in maki...
by frostbyte
Tue Nov 14, 2017 12:59 pm
Forum: Help
Topic: [2.1] Create Recast navigation mesh from Ogre mesh
Replies: 4
Views: 169

Re: Create Recast navigation mesh from Ogre mesh

D'oh!, you are too fast :lol:
code reference( for ogre 1.x ) is here https://bitbucket.org/ogreaddons/ogrerecastdemo
and a complete sample https://bitbucket.org/ogreaddons/ogrecrowd
the relevant code for building a recast mesh from ogre mesh should be similar/same for v1::meshes/entities
by frostbyte
Tue Nov 14, 2017 12:34 pm
Forum: Help
Topic: Why use Ogre's terrain instead of plane?
Replies: 5
Views: 172

Re: Why use Ogre's terrain instead of plane?

i actually meant occlusion culling, e.g in a situation when from a ground view point 100 hills/slopes are hidden far away behind another hill in such case, ideally the terrain component should not send vertices from the hidden/occluded hills to the gpu with a mesh, all vertices are sent to the gpu a...
by frostbyte
Tue Nov 14, 2017 7:52 am
Forum: Help
Topic: Why use Ogre's terrain instead of plane?
Replies: 5
Views: 172

Re: Why use Ogre's terrain instead of plane?

I just don't understand what is the advantage of terrain over plane i guess you mean advantage over mesh :) ( plane = flat quad ) there are many many advantages over static mesh but the biggest of them is vertex culling... with "static mesh terrain" the whole mesh need to be rendered in full with a...
by frostbyte
Tue Nov 14, 2017 6:22 am
Forum: Ogre 2.0+
Topic: [2.1] Ogre 2.1 official release goals
Replies: 16
Views: 1096

Re: [2.1] Ogre 2.1 official release goals

just adding some random thoughts and observations from an outsider( still using 1.10 ) Hi! As for Android support, I have sort of given up on that. Last time I tried, I got deadlocks inside the driver while compiling one of our more complex PBS shaders; then on another phone it just outright crashed...
by frostbyte
Thu Nov 09, 2017 7:20 am
Forum: Help
Topic: Ogre Ray vs Bullet Ray
Replies: 3
Views: 158

Re: Ogre Ray vs Bullet Ray

When you want to make a point-&-click game, Ray is your friend. so are selection buffers http://wiki.ogre3d.org/Selection+Buffer ray query can be used for lots of stuff beyond picking as you can rayCast from every where in the scene, but honestly ogre's ray query is not much help in your case as it...
by frostbyte
Wed Nov 08, 2017 6:59 am
Forum: Announcements / News / Information
Topic: [Announcement] Forums updated/ Addon forums to go down
Replies: 40
Views: 3779

Re: [Announcement] Forums updated/ Addon forums to go down

ok guys, you can stop crying, I have added an extension that allows you to spread love. You just need to figure out a trading rate to kudos.. raddish...this hearts system is no good... beside that strange "AA support group meeting" vibe ( should be AAA ) the heart counter only accumulates per post....
by frostbyte
Wed Nov 08, 2017 6:39 am
Forum: Help
Topic: [2.1] Cheap Particle System Rain
Replies: 2
Views: 175

Re: [2.1] Cheap Particle System Rain

I think the right option is to simulate the particles in gpu, but that's waaay out of my skillset for sure its the right way....imho it a must have feature for any self-respecting engine( thats why i don't have it :wink: ) luckly, others have already done it...just needs some porting and tweaking.....
by frostbyte
Fri Oct 13, 2017 12:57 am
Forum: General Discussion
Topic: Scenes and switching between them
Replies: 1
Views: 209

Re: Scenes and switching between them

sure there is, for loading/unloading resources look into ResourceGroupManager::addResourceLocation, ResourceGroupManager::initialiseResourceGroup , ResourceGroupManager::destroyResourceGroup https://ogrecave.github.io/ogre/api/1.10/class_ogre_1_1_resource_group_manager.html ogre does support multipl...
by frostbyte
Thu Oct 12, 2017 2:07 am
Forum: Announcements / News / Information
Topic: [Announcement] Forums updated/ Addon forums to go down
Replies: 40
Views: 3779

Re: [Announcement] Forums updated/ Addon forums to go down

it's depressing, now we are just a bunch of guys with nick-names and no kudos i think i'll need to depart ogre and move my project to another engine, one that has a kudos system :? on the bright side: at least now we know what it feels to live in a world where money is no longer :wink: xrgo: just mo...
by frostbyte
Thu Oct 12, 2017 1:17 am
Forum: Using OGRE in practice
Topic: What are the benefits of subMeshes??
Replies: 1
Views: 321

Re: What are the benefits of subMeshes??

beside what you've mentioned i think its mainly used in conjunction with subentity materials allowing you have multiple materials on the same mesh with the same skeleton( e.g change dress color etc... ) rambling: after messing around mainly with mesh import/export/manipulation over the last year, i ...