Search found 547 matches

by paroj
Yesterday, 2018 12:13 pm
Forum: Help
Topic: Error before rendering starts
Replies: 5
Views: 60

Re: Error before rendering starts

Slicky wrote:
Yesterday, 2018 9:55 am
I will try re enabling RTSS to see if it's related.
ah.. both GL3+ and D3D11 require shaders to render something - you must provide them manually for all of your materials or let the RTSS generate them automatically for you.
There should be an assert in SceneManager catching this early on though..
by paroj
Fri Aug 17, 2018 10:46 pm
Forum: Help
Topic: Overlay or Trays
Replies: 1
Views: 19

Re: Overlay or Trays

viewtopic.php?t=94386

also updated the docs: https://codedocs.xyz/OGRECave/ogre/tray ... raymanager - thanks for the hint where you guys got the this parameter from..
by paroj
Fri Aug 17, 2018 11:18 am
Forum: Help
Topic: Wiki attachments broken?
Replies: 1
Views: 50

Re: Wiki attachments broken?

yes, this is an issue on the server side. However there is not ETA when/ if this can be fixed.
by paroj
Fri Aug 17, 2018 12:46 am
Forum: Help
Topic: Error before rendering starts
Replies: 5
Views: 60

Re: Error before rendering starts

the exception is D3D11 specific, which issue do you get with GL3+? Also does this only happen with your built or also with the prebuild SampleBrowser available here: https://bintray.com/ogrecave/ogre/downl ... 15-x64.zip
by paroj
Tue Aug 14, 2018 10:19 pm
Forum: Help
Topic: Setting API Version?
Replies: 6
Views: 90

Re: Setting API Version?

I don't understand much about it but, what about CPU Bound? both Ogre 1.x and 2.x are hardware accelerated in that they use your GPU for rendering. However if you would render enough objects to hit a performance limit, in 1.x it would be your CPU submitting the objects to the GPU. 2.x is more effic...
by paroj
Thu Aug 09, 2018 1:21 pm
Forum: General Discussion
Topic: render depth buffer using compositor
Replies: 3
Views: 237

Re: render depth buffer using compositor

for reference: starting with 1.11, you can use PF_DEPTH (aka. PF_DEPTH16) just as any other PixelFormat to read from the depth buffer.
by paroj
Tue Aug 07, 2018 10:32 am
Forum: Developer talk
Topic: D3D11 render texture formats
Replies: 1
Views: 53

Re: D3D11 render texture formats

this is a bug. Pixel format conversions in Ogre were messed up a lot. I am slowly working through it, but pull requests are very welcome here.
by paroj
Mon Aug 06, 2018 10:41 am
Forum: Help
Topic: [Solved] OgreTrays mouse cursor and Ogre Ray issues
Replies: 2
Views: 37

Re: OgreTrays mouse cursor and Ogre Ray issues

Code: Select all

addInputListener(mTrayMgr);
by paroj
Sun Aug 05, 2018 4:12 pm
Forum: Developer talk
Topic: C++11 Adoption stance
Replies: 55
Views: 19346

Re: C++11 Adoption stance

And MS has yet to produce a fast-building IDE & compiler! Unfortunately, more evidence was brought to light . It would seem that Ogre compiles significantly slower even on Linux when compiled with C++11. Apparently the extra declarations in headers are to blame. A beer for whoever keeps saying "pay...
by paroj
Sat Aug 04, 2018 1:09 am
Forum: Using OGRE in practice
Topic: Cull transparent geometry
Replies: 5
Views: 92

Re: Cull transparent geometry

you could also implement your own LodStrategy to integrate with the Ogre LOD system:
https://ogrecave.github.io/ogre/api/1.1 ... ategy.html
by paroj
Fri Aug 03, 2018 8:19 pm
Forum: Developer talk
Topic: mesh with triangle adjacency
Replies: 3
Views: 96

Re: mesh with triangle adjacency

your patch was actually quite complete already. I just had to add some minor tweaks to finish it. Most notably, we do not straight drop API mid-cycle (1.11 that is), but instead just generate a warning:

https://github.com/OGRECave/ogre/pull/830
by paroj
Thu Aug 02, 2018 6:18 pm
Forum: Developer talk
Topic: mesh with triangle adjacency
Replies: 3
Views: 96

Re: mesh with triangle adjacency

This Sounds indeed Like a Design failure on the ogre Side. Can you provide a pull request With your proposed Changes?
by paroj
Sat Jul 28, 2018 4:54 pm
Forum: Help
Topic: Matrix4 affine - porting from prior code
Replies: 2
Views: 39

Re: Matrix4 affine - porting from prior code

Code: Select all

Matrix4 matrix;
Affine3 newmatrix = Affine3(matrix).inverse()

Code: Select all

Affine3 matrix(matrix4);
const Vector3& handle;
const Vector3& point = matrix*handle;
basically use Affine3 instead of Matrix4 whenever you know the Matrix is just affine
by paroj
Thu Jul 26, 2018 1:35 am
Forum: Help
Topic: Problem with Colors Rendering with Directx11 (shader/lighting problem???)
Replies: 3
Views: 44

Re: Problem with Colors Rendering with Directx11 (shader/lighting problem???)

watch the logs for shader compilation errors. The RTSS is not on par with the rest for D3D11, so some things might be just broken
by paroj
Wed Jul 25, 2018 5:15 pm
Forum: Help
Topic: Set up ogre project fails on mac os
Replies: 3
Views: 34

Re: Set up ogre project fails on mac os

someting is wrong with you toolchain. Make sure that you use xcode (not make) and C++11 support is enabled. Also this code was compiled on your system when you were building the SDK.
by paroj
Wed Jul 25, 2018 1:33 pm
Forum: Help
Topic: Set up ogre project fails on mac os
Replies: 3
Views: 34

Re: Set up ogre project fails on mac os

you missed the install step. (see first link)
by paroj
Fri Jul 20, 2018 5:42 pm
Forum: Developer talk
Topic: auto generated documentation available
Replies: 0
Views: 69

auto generated documentation available

documentation is now auto generated after each commit to the master branch.

If you live on the edge, you now find documentation for not yet released features like the extended colour_write script format here:
https://codedocs.xyz/OGRECave/ogre/_mat ... _005fwrite
by paroj
Mon Jul 16, 2018 5:17 pm
Forum: Help
Topic: How to use TrayManager?
Replies: 7
Views: 129

Re: How to use TrayManager?

you can take a look at the python sample which uses the tray manager: https://github.com/OGRECave/ogre/blob/v1.11.1/Samples/Python/bites_sample.py Thanks for a reply, but still doesn't work :( Updated it to the following: OgreBites::TrayManager* mTrayMgr = new OgreBites::TrayManager("InterfaceName"...
by paroj
Mon Jul 16, 2018 11:03 am
Forum: Help
Topic: How to use TrayManager?
Replies: 7
Views: 129

Re: How to use TrayManager?

you can take a look at the python sample which uses the tray manager:
https://github.com/OGRECave/ogre/blob/v ... _sample.py
by paroj
Sun Jul 15, 2018 2:43 pm
Forum: Help
Topic: [SOLVED] Hardware animation & shadows
Replies: 11
Views: 156

Re: Hardware animation & shadows

nice. thanks for the throughout investigation. I could reproduce the bug without using the demo scene. The root cause is the use of uninitialized memory, which should be fixed with these changes: https://github.com/OGRECave/ogre/pull/807/commits/0df7d9a4aab75445785645a28edd3aab8d156cd4 The bug was i...
by paroj
Fri Jul 13, 2018 2:49 pm
Forum: Help
Topic: [SOLVED] Hardware animation & shadows
Replies: 11
Views: 156

Re: Hardware animation & shadows

thanks for then reproducer. it will take me a few days until i can give it a spin though as i am away over the weekend. one thing i noticed is that you use camera relative rendering. have you already tried disabling that?