Search found 900 matches

by xrgo
Mon Oct 15, 2018 9:21 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1206

Re: [2.x] Wish list

thank you so much!! I just tested the samples and they are looking awesome! I have to change to 2.2 asap
by xrgo
Mon Oct 15, 2018 8:15 pm
Forum: Ogre 2.0+
Topic: [2.1] Particle appearance is messed up
Replies: 10
Views: 170

Re: [2.1] Particle appearance is messed up

is that a pbs material? I think that particles just works with unlit datablocks
by xrgo
Mon Oct 15, 2018 7:31 pm
Forum: Ogre 2.0+
Topic: [2.1] Particle appearance is messed up
Replies: 10
Views: 170

Re: [2.1] Particle appearance is messed up

seems like a missing/faulty/invalidFormat texture
by xrgo
Tue Oct 09, 2018 11:14 pm
Forum: Ogre 2.0+
Topic: [2.1] Wireframe on solid?
Replies: 2
Views: 95

Re: [2.1] Wireframe on solid?

Haven't tried it but you could also implement wireframe drawing via pixel shader:
http://codeflow.org/entries/2012/aug/02 ... ordinates/
You can extend the PBS implementation using custom pieces
by xrgo
Mon Oct 08, 2018 1:10 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1206

Re: [2.x] Wish list

Unless all you want a toggle in which you want all your probes to be spherical (i.e. the boolean is global, not per probe) That should work for me Another way to "emulate" spherical reflections with PCC by toggling per probe, without touching the shader is by making the probe shape incredibly big. ...
by xrgo
Mon Oct 08, 2018 4:40 am
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1206

Re: [2.x] Wish list

Honestly that never crossed my mind. However PCC is just regular spherical probe with extra math ( localCorrect ). All that's needed is to send a boolean flag to ignore that math and keep the raw vectors. Great! And blending should work as expected with spherical probes? (When it's fixed) It may be...
by xrgo
Mon Oct 08, 2018 3:23 am
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1206

Re: [2.x] Wish list

:D :D :D :D Amazing work! I have a concern: it seems like it's only going to work with parallax corrected probes? To me the idea would be that you can place any probe and set the influence area at you will, and the parallax correctedness should be just a "checkbox" if I don't set it true it's just a...
by xrgo
Tue Sep 25, 2018 1:45 pm
Forum: Showcase
Topic: [2.1] Hlms editor
Replies: 147
Views: 30488

Re: [2.1] Hlms editor

DontPeek wrote:
Mon Sep 24, 2018 10:17 pm
Having an issue with mirrored UVs and normal maps. The normal map is being flipped on the half of the geometry with the flipped UVs. Is this an issue with the HLMS editor or Ogre?
Sometimes it's neither... Might be the texture, try to flip the R channel or the G channel, or both
by xrgo
Sun Sep 16, 2018 4:16 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1206

Re: [2.x] Wish list

dark_sylinc wrote:
Fri Sep 14, 2018 5:10 am
Regarding Screen Space Decals:
that's pretty exiting =)
are they cheap? can I use 100s.. like for bullet holes?
can they be attached to dynamic objects? (like a car, and if the car moves the decal will stay attached)
cheers!!
by xrgo
Sun Sep 09, 2018 12:29 am
Forum: Ogre 2.0+
Topic: [2.1] Some problems with cubemap rendering
Replies: 2
Views: 154

Re: [2.1] Some problems with cubemap rendering

fixed 2)... I was just missing "setLightFixedToShadowMap" for the shadowNode of the cubemap workspace
by xrgo
Wed Sep 05, 2018 4:40 am
Forum: Ogre 2.0+
Topic: [2.1] Some problems with cubemap rendering
Replies: 2
Views: 154

Re: [2.1] Some problems with cubemap rendering

i think solved 1). I was updating my workspaces manually (so I can skip frames) by calling: currentWorkspace->_beginUpdate( false ); currentWorkspace->_update(); currentWorkspace->_endUpdate( false ); I changed it by toggling setEnabled( true/false ); and it seems to be solved
by xrgo
Tue Sep 04, 2018 3:26 am
Forum: Ogre 2.0+
Topic: [2.1] Some problems with cubemap rendering
Replies: 2
Views: 154

[2.1] Some problems with cubemap rendering

Hello, I am having some problems rendering cubemaps... My engine has the ability to record 360 video 4k and save to a mp4 file... but that's very slow, so I came with the next solution: I just render the equirectangular 360 (or cubemap 3x2 grid) 4k image in to another window which I open in a second...
by xrgo
Mon Aug 27, 2018 1:25 am
Forum: Help
Topic: Multithreading with Boost, can't access renderTarget of view port in threads
Replies: 4
Views: 119

Re: Multithreading with Boost, can't access renderTarget of view port in threads

thank you so much for the detailed explanation, i am going to try implementing it
by xrgo
Sun Aug 26, 2018 6:34 pm
Forum: Help
Topic: Multithreading with Boost, can't access renderTarget of view port in threads
Replies: 4
Views: 119

Re: Multithreading with Boost, can't access renderTarget of view port in threads

If you want to achieve decent performance, you'll have to convert your RenderTexture to a more (lossy) compact format such as YUV420 via a shader in the GPU. See In-Game HD Video Recording using Real-Time YUYV-DXT Compression. The shader basically needs to do RGB888 to YUV420 conversion. You could ...
by xrgo
Mon Aug 13, 2018 4:39 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1206

Re: [2.x] Wish list

by xrgo
Thu Aug 02, 2018 4:38 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1206

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: 151

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: 151

[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: 17
Views: 485

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: 633

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: 540

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: 188

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: 188

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: 280

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: 127

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...