Search found 886 matches

by xrgo
Mon Aug 13, 2018 4:39 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 16
Views: 412

Re: [2.x] Wish list

by xrgo
Thu Aug 02, 2018 4:38 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 16
Views: 412

Re: [2.x] Wish list

My wishlist in priority order:
  • Every VR optimization known to mankind
  • GPU particles (I need nice and cheap rain asap xD)
  • Per pixel reflection probes
  • Android Support
  • Volumetric lighting (a very cheap one)
by xrgo
Thu Jul 19, 2018 8:09 pm
Forum: Ogre 2.0+
Topic: [workarounded] A way to change clear pass color
Replies: 3
Views: 82

Re: A way to change clear pass color

thank you so much, I thought about doing that but I was hoping that there were another simpler solution... and btw I just solved differently, I needed this for changing background color in myGui (I have many guis), so I finally did a widget with the "whiteSkin" as the root widget, and just change th...
by xrgo
Thu Jul 19, 2018 4:02 pm
Forum: Ogre 2.0+
Topic: [workarounded] A way to change clear pass color
Replies: 3
Views: 82

[workarounded] A way to change clear pass color

Hello! I have many workspaces using the same workspacedefinition, but I want to use a different clear pass color for each, and change it anytime I want, so changing it in the definition is not going to work =) I have a listener for each workspace, so I can catch the pass like this: passPreExecute/pa...
by xrgo
Thu Jul 19, 2018 2:07 pm
Forum: Ogre 2.0+
Topic: [2.1][Addon] glTF loader plugin for Ogre v2-1
Replies: 10
Views: 272

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

This is one of the greatest things that happened to ogre in the last time.
Very good work!
by xrgo
Fri Jul 06, 2018 5:06 pm
Forum: Using OGRE in practice
Topic: How move entity in version 1.10 ?
Replies: 15
Views: 514

Re: How move entity in version 1.10 ?

Hello!
I already gave you some code, not sure what is wrong in your case, can you post your code and a video/gif showing your problem?.
Also check the Sinbad sample, in that sample you can move the character and also use the sword, use the code from that =D

cheers!
by xrgo
Mon Jun 11, 2018 4:04 pm
Forum: Ogre 2.0+
Topic: Depth buffer precision and reverse-z
Replies: 11
Views: 384

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: 114

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: 114

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: 208

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: 80

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: 199

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: 56
Views: 19137

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: 228

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: 143

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: 263

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: 148

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: 1732

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: 1732

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: 742

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: 72

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: 123

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: 219

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: 254

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: 254

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

aparently al2950 have done some porting work: viewtopic.php?t=83727#p518997