Search found 880 matches

by xrgo
Mon Jun 11, 2018 4:04 pm
Forum: Ogre 2.0+
Topic: Depth buffer precision and reverse-z
Replies: 6
Views: 132

Re: Depth buffer precision and reverse-z

+1000001 :D
by xrgo
Wed Jun 06, 2018 3:57 pm
Forum: General Discussion
Topic: How to set camera manipulater for object defined with world coordinates ?
Replies: 3
Views: 79

Re: How to set camera manipulater for object defined with world coordinates ?

ohh I think you want something like an orbit mode? around the object.... that would be a whole different math... I haven't done it but it seems to be that OgreBites::CameraMan has an orbit mode: https://ogrecave.github.io/ogre/api/1.10/class_ogre_bites_1_1_camera_man.html https://stackoverflow.com/q...
by xrgo
Tue Jun 05, 2018 3:45 pm
Forum: General Discussion
Topic: How to set camera manipulater for object defined with world coordinates ?
Replies: 3
Views: 79

Re: How to set camera manipulater for object defined with world coordinates ?

to look an object you can use SceneNode::lookAt or SceneNode::setDirection, call one of this methods from the scenenode of which the camera is attached to.

cheers!
by xrgo
Fri Jun 01, 2018 4:02 pm
Forum: Ogre 2.0+
Topic: [2.1, 2.2] Using dynamic textures with PBS
Replies: 3
Views: 154

Re: [2.1, 2.2] Using dynamic textures with PBS

al2950 wrote:
Fri Jun 01, 2018 3:32 pm
if reflections probes where pixel based, instead of object based :P
Yes please!
by xrgo
Thu May 24, 2018 12:52 am
Forum: Ogre 2.0+
Topic: SceneNode relative scale issue?
Replies: 1
Views: 65

Re: SceneNode relative scale issue?

I believe scale() is like translate(), this means that every time you do scale() it will apply that scale to the prev applied scale, in other words: myNode->scale(10); //now the scale is 10 myNode->scale(10); //now the scale is 100 myNode->scale(10); //now the scale is 1000 myNode->scale(1); //now t...
by xrgo
Wed May 23, 2018 6:24 pm
Forum: Ogre 2.0+
Topic: [2.1][GL3Plus] Reloading shaders
Replies: 7
Views: 169

Re: [2.1][GL3Plus] Reloading shaders

Haven't looked at 1.11, but 2.1 uses azdo
by xrgo
Sun May 06, 2018 7:27 pm
Forum: Showcase
Topic: Aggressors - Turn based strategy
Replies: 55
Views: 18761

Re: Aggressors - Turn based strategy

niiiiiiiiice
I wish you great success!
by xrgo
Tue May 01, 2018 6:09 pm
Forum: General Discussion
Topic: Contribute code and development assets to the engine?
Replies: 3
Views: 184

Re: Contribute code and development assets to the engine?

Welcome! off course!!!! but to contribute code you should be a bit more experienced in Ogre. maybe you could start using it and when you achieve something that its not in the samples, make a sample and commit it. Documentation is also very welcome. And if you're an artist assets are also very welcom...
by xrgo
Mon Apr 30, 2018 11:50 pm
Forum: Ogre 2.0+
Topic: [Solved] [2.1] Multiple point lights problem
Replies: 4
Views: 113

Re: [2.1] Multiple point lights problem

turn on Forward3D that's it!.. non shadowcasting lights goes through forward+ (3D/Clustered) to be rendered, and since you might have just one shadow map for pointlight in your compositor ogre switches to the closest one (I think) to use the shadow map, and thats the one being rendered. enable forw...
by xrgo
Sat Apr 14, 2018 6:39 am
Forum: Showcase
Topic: Highscore Processing Unit (PC/STEAM)
Replies: 2
Views: 221

Re: Highscore Processing Unit (PC/STEAM)

Love the concept, love the name, love the graphics, not sure the fonts used fit the style very well
Very good job!!!
by xrgo
Fri Apr 13, 2018 11:05 pm
Forum: Ogre 2.0+
Topic: [2.1] Bug when re-using cull data (V1 Renderables get added twice or more!)
Replies: 4
Views: 132

Re: [2.1] Bug when re-using cull data (V1 Renderables get added twice or more!)

dark_sylinc wrote:
Fri Apr 13, 2018 9:39 pm
This was a PR, so you may have to ask the one who submitted it (maybe was it xrgo?)
TaaTT4 if I recall correctly
by xrgo
Thu Apr 12, 2018 3:28 pm
Forum: Ogre 2.0+
Topic: [2.1] Ocean
Replies: 36
Views: 1621

Re: [2.1] Ocean

I just tried and its working fine with me, before looking deeply in to your specific problem, I am going to try to integrate/pullrequest the Ocean as an official sample =), please hold on a little bit btw: Ogre::TexturePtr probeTexture = Ogre::TextureManager::getSingletonPtr()->getByName("oceanData....
by xrgo
Wed Apr 11, 2018 11:30 pm
Forum: Ogre 2.0+
Topic: [2.1] Ocean
Replies: 36
Views: 1621

Re: [2.1] Ocean

ohh I am really sorry, please wait until tomorrow and I will look in to it =) I am just leaving the office
by xrgo
Sun Apr 08, 2018 3:48 pm
Forum: Ogre 2.0+
Topic: BGFX vs Ogre 2.1
Replies: 7
Views: 605

Re: BGFX vs Ogre 2.1

Using myGui with ogre 2.1. no problems, except I had to do some workarounds to make it work in multiple render targets. But to use it just in the main window there should be no problem
https://github.com/MyGUI/mygui/tree/ogre2.1
by xrgo
Fri Apr 06, 2018 6:32 pm
Forum: Help
Topic: [2.1] Objects in scene are not casting shadows
Replies: 1
Views: 69

Re: [2.1] Objects in scene are not casting shadows

yes! that's the problem createBasicWorkspaceDef creates a workspace definition without shadow node. The shadow node specifies how shadows are going to be rendered so you need one, you can use the compositor file of the pbs material sample
by xrgo
Fri Apr 06, 2018 6:33 am
Forum: Ogre 2.0+
Topic: Calling OpenGL functions
Replies: 1
Views: 103

Calling OpenGL functions

Hello! I am making a lightmapper using this code/example: https://github.com/ands/lightmapper/blob/master/example/example.c As you can see I need to call some OpenGL stuffs while rendering... according to this: http://wiki.ogre3d.org/tiki-index.php?page=Native+Rendersystem+Calls I have to use Render...
by xrgo
Tue Apr 03, 2018 4:50 pm
Forum: Help
Topic: Use Ogre3D 2 as a sort of plugin component in game/engine?
Replies: 5
Views: 208

Re: Use Ogre3D 2 as a sort of plugin component in game/engine?

some years ago in my company we used Gamekit: https://github.com/gamekit-developers/gamekit its an open source engine that uses Ogre as render engine but it can also use irrlight, I think it does what you want... buut... you can make a wrapper of whatever you want if you can code it properly, so obv...
by xrgo
Mon Apr 02, 2018 10:28 pm
Forum: Ogre 2.0+
Topic: Is there an spline mesh deformation thing in Ogre 2?
Replies: 9
Views: 233

Re: Is there an spline mesh deformation thing in Ogre 2?

But does it actually bend the mesh? Or does it just place them along the spline? I need them to be bend. I haven't used it, but by the name I asume it extrudes, in other words neither of both cases, you need a shape/profile and a path http://www.cadalyst.com/files/cadalyst/nodes/2003/2991/wilsonfig...
by xrgo
Mon Apr 02, 2018 6:49 pm
Forum: Ogre 2.0+
Topic: Is there an spline mesh deformation thing in Ogre 2?
Replies: 9
Views: 233

Re: Is there an spline mesh deformation thing in Ogre 2?

aparently al2950 have done some porting work: viewtopic.php?t=83727#p518997
by xrgo
Mon Apr 02, 2018 6:40 pm
Forum: Ogre 2.0+
Topic: Is there an spline mesh deformation thing in Ogre 2?
Replies: 9
Views: 233

Re: Is there an spline mesh deformation thing in Ogre 2?

I haven't used it but I guess the Extrusion sample might be the one you need:
https://github.com/OGRECave/ogre-proced ... rusion.cpp

btw, no idea if this is already ported to 2.1
by xrgo
Mon Apr 02, 2018 4:00 pm
Forum: Help
Topic: Can ogre3D 2.1 be used in some kind of bare-metal mode?
Replies: 4
Views: 113

Re: Can ogre3D 2.1 be used in some kind of bare-metal mode?

there are very good samples in the sample folder, but they all work around a little framwork with some systems and managers that are veeeery useful to start your own engine. there's also an EmptyProject sample that uses that framework to get you started easily. But if you want something basic... I h...
by xrgo
Fri Mar 30, 2018 5:15 pm
Forum: General Discussion
Topic: Need some help with understanding Ogre3D structures and finding tutorials.
Replies: 3
Views: 154

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

So I was convinced to use Ogre3D for my future projects Yay! welcome! 1. Am I right a mesh must be created by CODE: SELECT ALL MeshManager::getSingleton().createMesh()// or createPlane or something else with Create? And there thus is no way of managing my meshes and objects my self? 2. IS it possib...
by xrgo
Tue Mar 27, 2018 7:02 pm
Forum: General Discussion
Topic: OpenVR, a possible performance Tip, please test
Replies: 8
Views: 230

Re: OpenVR, a possible performance Tip, please test

just tried with a vive and camera tracking goes nuts, its really bad xD, it doesn't work at all Ok this is complicated and I am not sure one can get it to go faster. However I have found a great presentation that anyone using OpenVR or VR fullstop should watch. http://www.gdcvault.com/play/1021771/A...
by xrgo
Tue Mar 27, 2018 3:36 pm
Forum: Ogre 2.0+
Topic: What the fog?
Replies: 4
Views: 183

Re: What the fog?

its mentioned in that post, but I prefer to hilit it:
this is the best method:
viewtopic.php?f=25&t=83081#p518819
by xrgo
Mon Mar 26, 2018 8:51 pm
Forum: Ogre 2.0+
Topic: PSSM shadows not working with camera->setFrustumExtents (and probably not with setCustomProjectionMatrix, e.g. for VR?)
Replies: 6
Views: 160

Re: PSSM shadows not working with camera->setFrustumExtents (and probably not with setCustomProjectionMatrix, e.g. for V

I do it like this: Ogre::Vector4 eyeFrustumExtents[2]; for( int i = 0; i < 2; ++i ){ const Ogre::Vector3 camPos(mIPD * (i - 0.5f), 0, 0); mEyeCameras[i]->setPosition( camPos ); mEyeCameras[i]->setNearClipDistance( nearClip ); mEyeCameras[i]->setFarClipDistance( farClipDistance ); mEyeCameras[i]->set...