Search found 225 matches

by futnuh
Sat May 10, 2008 9:44 pm
Forum: Using OGRE in practice
Topic: Augmented Reality: Integration of Ogre with ARToolkit (Plus)
Replies: 49
Views: 48510

Sorry for the delay in replying. No doubt you either figured out the marker number yourself or gave up (hopefully the former). Unfortunately I don't know which number it was ... likely 0 or 1.
by futnuh
Mon Oct 15, 2007 8:45 pm
Forum: Using OGRE in practice
Topic: Pie Charts and Line Graphs
Replies: 12
Views: 2518

SpaceDude wrote:500 dollars? Very cheap? It does look like quite a nice library though, shame about the price.
If I pay you $450, will you write it for me?
by futnuh
Mon Oct 15, 2007 4:58 am
Forum: Using OGRE in practice
Topic: Pie Charts and Line Graphs
Replies: 12
Views: 2518

Arkos wrote:I will look into these libraries and try to post back my results.
Well? ;-)
by futnuh
Sun Oct 14, 2007 6:39 am
Forum: Using OGRE in practice
Topic: Can I use OGRE with OpenGL Stereo?
Replies: 12
Views: 2747

Any thoughts on how this could be integrated into Ogre in a more user-friendly way? It would be nice, for example, to instantiate a StereoCamera() and render out to either passive or active stereo systems. At the moment, everyone is using custom code for their own specific configurations ...
by futnuh
Sun Oct 14, 2007 6:27 am
Forum: Using OGRE in practice
Topic: Using Ogre in a Multi-Screen Environment (possible?)
Replies: 22
Views: 3586

The good thing is that i only have to render 4 Images per Frame because we are using these "shutter glasses"-Technology ;) I think if i am using vsync this should not look weird ... I'm confused. You're using LCD shutter glasses but still have 2 stacked projectors per screen? Ah, unless you plan on...
by futnuh
Thu Sep 13, 2007 6:52 am
Forum: Help
Topic: Rendersystem config: enabling vsync?
Replies: 4
Views: 2498

Rendersystem config: enabling vsync?

I'm configuring my app manually and struggling to get vsync enabled. After setting the rendersystem but prior to initialising root or creating a window, I do the following (python-ogre): root.getRenderSystem().setWaitForVerticalBlank(True) This sets the flag (checked via a getWaitForVerticalBlank) b...
by futnuh
Tue Sep 11, 2007 6:55 am
Forum: Help
Topic: How can I activate hidden line mode?
Replies: 7
Views: 1072

A related question, is there an easy way to adjust the colour of the "polygon_mode wireframe" outlines? Can you change the colour to something other than white? With lighting off, ambient doesn't apply. And I've already read that you can't adjust line thickness ...
by futnuh
Thu Aug 30, 2007 8:04 pm
Forum: Help
Topic: Scenenode and/or geometry memory usage?
Replies: 2
Views: 369

Scenenode and/or geometry memory usage?

Is there a relatively simple way of determining the memory used by a portion of the scenegraph? I specifically need to know the amount of memory associated with a given model geometry.
by futnuh
Thu Aug 23, 2007 7:52 am
Forum: Help
Topic: loadPlugin issue under Windows
Replies: 2
Views: 707

loadPlugin issue under Windows

I'm doing a manual initialization in an application where - for reasons I'd rather not go into - the Ogre DLLs and plugins are in a subdirectory beneath the app's executable. By manual init, I mean that there is no plugin or resource file. I'm having an issue in that root.loadPlugin(".\\lib\\Plugin_...
by futnuh
Thu Aug 23, 2007 7:09 am
Forum: Help
Topic: problem with manual initialization
Replies: 4
Views: 1018

Did you find the problem? If so, can you let us know ...
by futnuh
Thu Aug 16, 2007 6:48 am
Forum: Using OGRE in practice
Topic: Null Renderer plugin
Replies: 9
Views: 1388

We're after a general solution ... a drop-in replacement for the existing render systems. I've got it on reasonably good authority that writing such a RenderSystem_Null.dll would take an Ogre guru about a day. It would no doubt take me a week or more ... and I can't afford the time. Better to pay an...
by futnuh
Thu Aug 16, 2007 12:54 am
Forum: Using OGRE in practice
Topic: Null Renderer plugin
Replies: 9
Views: 1388

Well as it turns out Ogre is nice enough to not require opening a window, so I don't need a plugin of this type. The initialization is fast enough that I can just tell Ogre to use OpenGL and off we go. You might find that this isn't sufficient for all of your desired test cases. My unit tests seem ...
by futnuh
Wed Aug 15, 2007 4:27 am
Forum: Showcase
Topic: X-Sled Hillclimb - Prototype screenshots
Replies: 20
Views: 5090

walaber wrote:this looks great! I love to see unusual games and sports like this...
Snowmobiling in Quebec isn't unusual ;-)
by futnuh
Wed Aug 15, 2007 1:43 am
Forum: General Discussion
Topic: Your favourite scripting language and what you used it for
Replies: 33
Views: 3996

I second that, python-ogre. Python is arguably the most mature general-purpose scripting language available at the moment. It's been around for 15 years+, has a very powerful standard library and a slew of really good add-on packages. You start looking at frameworks such as Twisted and realize that ...
by futnuh
Sat Aug 04, 2007 7:56 am
Forum: General Discussion
Topic: OpenSceneGraph's Trackball Manipulator
Replies: 4
Views: 5111

Thanks for the confirmation that I'm not crazy. Does graphics gems explain the formula for the angle (Block5 above). I realize that it isn't just a small angle approximation as they are doing an inverse sine.
by futnuh
Fri Aug 03, 2007 11:35 pm
Forum: Help
Topic: [Solved] HTML problem with OgreForums ...
Replies: 2
Views: 351

Ahh, okay. I just assumed that Sinbad inserted his LinkedIn profile by copying the html code provided on the LinkedIn site. He must have translated this to bbcode ... thanks.
by futnuh
Fri Aug 03, 2007 9:43 pm
Forum: Help
Topic: [Solved] HTML problem with OgreForums ...
Replies: 2
Views: 351

[Solved] HTML problem with OgreForums ...

If I go to my forum Profile, html, bbcode and smilies are all toggled 'yes'. However, adjacent to text entry boxes, these "Options" are listed as OFF, ON and ON respectively. Toggling all three to 'no' in the profile gives me OFF, OFF and OFF as expected. Toggling all three back to 'yes', bbcode and...
by futnuh
Fri Aug 03, 2007 9:24 pm
Forum: Showcase
Topic: Jack Keane (warning: ~1.3MB pictures)
Replies: 30
Views: 11836

Is there any in-game video around? I'd love to look at this in action but can't afford the time to play games any more. Gaming has been replaced with children. [edit]I didn't mean that games are for children. I meant that with children of my own, free time spent computer gaming rather than playing w...
by futnuh
Fri Aug 03, 2007 12:09 am
Forum: General Discussion
Topic: OpenSceneGraph's Trackball Manipulator
Replies: 4
Views: 5111

OpenSceneGraph's Trackball Manipulator

I'm in the process of porting an OpenSceneGraph project over to Ogre (actually python-ogre). As the client is used to the "feel" of the old application, I am using OSG's trackball model rather than implementing my own. It works, but I'm a little confused about the implementation. As it seems a tad r...
by futnuh
Wed Aug 01, 2007 6:33 am
Forum: Developer talk
Topic: Logging to both stdout and logfile ...
Replies: 1
Views: 722

Logging to both stdout and logfile ...

I understand the rational for having "in your face" logging. However, for deployment of console apps, the start-up and shut-down logging can really scare the user. When you create an Ogre Root with a non-default logFileName, how about not sending messages to the console? This would leave the default...
by futnuh
Wed Aug 01, 2007 5:39 am
Forum: Help
Topic: control logging output to the console
Replies: 3
Views: 688

I compared the log length of a demo program in LL_LOW vs LL_BOREME mode. The results are 131 vs 145 lines respectively, hardly any difference ...
by futnuh
Mon Jul 30, 2007 5:53 am
Forum: Using OGRE in practice
Topic: Stereo vision manager [now as a plugin]
Replies: 253
Views: 76347

Thieum wrote:I maintain you still have some color perception with anaglyph glasses
Yellow is certainly perceptible through red/blue anaglyphic glasses, as is purple. That's not to say that these colours are passed by each eye in equal amounts - they likely aren't. Still, the brain seems to compensate.
by futnuh
Wed Jul 04, 2007 6:58 pm
Forum: Using OGRE in practice
Topic: Augmented Reality: Integration of Ogre with ARToolkit (Plus)
Replies: 49
Views: 48510

Here's a zip archive of what I believe to be the ARToolkitPlus-Ogre integration I hacked together last year. I say "believe" because I haven't looked at the code for yonks. This is provided on one condition - you don't ask me *any* questions about it ;-)

http://www.edmstudio.com/ogre/artkplugin.zip
by futnuh
Tue Jul 03, 2007 6:33 am
Forum: Help
Topic: Building Ogre with Threading Enabled
Replies: 13
Views: 1456

Sinbad, I take it you'll commit this to CVS in the near future? I'm using the little patch above but like to stay synced to the source.
by futnuh
Tue Jul 03, 2007 5:05 am
Forum: Using OGRE in practice
Topic: Augmented Reality: Integration of Ogre with ARToolkit (Plus)
Replies: 49
Views: 48510

Re: About a working example

israelfigueroa wrote:We know that OgreAR is a good example but can't be used with any camera.
If you have a few thousand to spend, we can probably contract a decent Ogre programmer to refactor OgreAR to support different cameras. ;-)