Search found 46 matches

by DimA
Mon Jul 31, 2017 2:51 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

I've just updated my pull request #755: - added macOS hlms property to prevent Fragment stage disabling on macOS GLSL; (I think it's better to show the problem on Mac platform; If we do this trick in *.cpp that will hide it) - reverted back OCGE( glActiveTexture( GL_TEXTURE0 ) ) call while depth tex...
by DimA
Sat Jul 29, 2017 9:50 am
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

I've made new comparison on Forward3D sample with 512 lights in scene.
I've got FPS under 60 and Metal 15..20% faster than GL3+

Metal
Image

GL3+
Image
by DimA
Fri Jul 28, 2017 4:40 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

Matias,
I've just commented almost each change in my pull request #755
Hope these will help to review them.
by DimA
Fri Jul 28, 2017 3:34 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

Oops, changes in
RenderSystems/GL3Plus/include/OgreGL3PlusVertexArrayObject.h
should be ignored - that was temporary visibility changes for debug purposes.
by DimA
Fri Jul 28, 2017 3:25 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

I have created pull request #775
by DimA
Fri Jul 28, 2017 2:33 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

Oh! Probably I have to test on more complicated scene.
I'll try, thanks
by DimA
Fri Jul 28, 2017 2:15 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

Hi Guys! I've finished my modification to GL3+ render system. Now it works just fine on macOS 10.9 and later. So, I'm ready to share my changes. What is the easiest way to do that? I've prepared a patch: https://www.dropbox.com/s/xq4zamudpn4vt0c/macOS_GL330_compatibility.patch?dl=0 I've compared GL3...
by DimA
Wed Jul 19, 2017 9:17 am
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

Thanks guys for explanations and suggestions! My goal is to get better visual quality and better performance as well. In 2.1 I see better opportunities to rich this. Thanks to GLES3 port I've found ideas how to make fallbacks in GL3+ to be compatible with legacy GL 3.3 API. In few days I've got PBS ...
by DimA
Sat Jul 15, 2017 7:06 am
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

Thank you Matias!
I'll give GLES3 a try.
by DimA
Fri Jul 14, 2017 6:25 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

Dear Matias, thank you for explanation and suggestions. Unfortunately/fortunately I cannot left Ogre and switch to Mesa or any other engine :) I have been using Ogre since 2005 and I like it a lot! Our team develops cross-platform app for home design Live Home 3D(a successor of Live Interior 3D): ht...
by DimA
Fri Jul 14, 2017 4:13 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1: macOS support
Replies: 22
Views: 1473

Re: Ogre 2.1: macOS support

Hi all! First of all I would like to congratulate all Ogre team! You guys have made a great leap forward by developing 2.1 branch, indeed! I've played with a macOS Metal implementation and it runs fine. PBS is really promised. But I think it's a mistake to break GL3+ Mac implementation. Indeed curre...
by DimA
Wed Jun 10, 2015 11:05 am
Forum: Feature Requests
Topic: Support for Apple Metal
Replies: 2
Views: 1798

Support for Apple Metal

Recently Apple has introduced Metal API for lowest-overhead access to the GPU. It appears in the new OS X El Capitan. This technology will be available in both desktop and mobile Apple platforms. I think it's a good idea to support Metal in Ogre and start to write Metal Render System. So, may be it'...
by DimA
Fri Apr 10, 2015 11:07 am
Forum: Developer talk
Topic: Hardware PCF shadows
Replies: 54
Views: 15603

Re: Hardware PCF shadows

Hi guys! I would like to follow up this great idea! Why do not allow such depth textures for FBO. It's really helpful for deferred lighting/shading techniques. I think it might be implemented by extending RTT to support depth/stencil formats: PF_DEPTH16, PF_DEPTH32, PF_DEPTH24_STENCIL8. Created dept...
by DimA
Tue Mar 06, 2012 4:04 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58166

Re: Ogre`s Windows 8 Metro Style port

You may also teach a rabbit to smoke if you like :)
Check out following link:
http://msdn.microsoft.com/en-us/library ... 65360.aspx
by DimA
Tue Mar 06, 2012 1:57 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58166

Re: Ogre`s Windows 8 Metro Style port

Anyway if you want "nice tile" here it is:
by DimA
Tue Mar 06, 2012 1:39 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58166

Re: Ogre`s Windows 8 Metro Style port

"nice tile" means nothing. This screenshot together with task manager shows Ogre Sample running as true Metro app.
It's only way to show this fact, because Metro apps launch in fullscreen mode.
by DimA
Tue Mar 06, 2012 1:14 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58166

Re: Ogre`s Windows 8 Metro Style port

There is a minor issue while Eugene fix this. You have to create Dependencies link to real dependencies directory in cmake generated directory.
by DimA
Thu Jul 01, 2010 4:07 pm
Forum: Help
Topic: [iPhone] Moving to IOS4
Replies: 11
Views: 2580

Re: [iPhone] Moving to IOS4

I got the same problem on iPod touch (2nd generation) with latest 4.0 iOS
by DimA
Fri Jan 15, 2010 1:15 pm
Forum: Developer talk
Topic: Sample "Shader System" doesn't work on my OSX 10.5.8
Replies: 0
Views: 542

Sample "Shader System" doesn't work on my OSX 10.5.8

Hi all! When I try to start "Shader System" sample from SampleBrowser I get dialog with error message: "Bad cast from type 'PN4Ogre4PassE' to 'PN4Ogre4PassE' Source: Ogre::any_cast" My system is Mac OS X 10.5.8 Here is console log: Creating resource group General Creating resource group Internal Cre...
by DimA
Wed Jan 13, 2010 1:06 pm
Forum: Help
Topic: Deferred Shading with separate ambient/decal passes
Replies: 0
Views: 170

Deferred Shading with separate ambient/decal passes

Hi all! I have a newbie question about deferred shading. Is it possible to use Deferred pass for lighting calculation (only diffuse + scpecular) and then add an ambient and textures in the next separate pass ? Because, I have a problem with bandwith and limited mrt count, and can not store in GBuffe...
by DimA
Thu Dec 18, 2008 5:54 pm
Forum: Help
Topic: [mac] Problem using GLSL Shaders with Ogre 1.6
Replies: 8
Views: 4531

I've got the same problem! It happens always when you trying to use GLSL shaders. *-*-* OGRE Initialising *-*-* Version 1.6.0 (Shoggoth) Creating resource group Bootstrap Added resource location '/Users/dyunchik/Projects/ogre/Mac/build/Debug/PlayPen.app/../../../../Samples/Media/packs/OgreCore.zip' ...
by DimA
Thu Nov 20, 2008 2:42 pm
Forum: Developer talk
Topic: 1.6 Problem with old Material names with spaces
Replies: 4
Views: 675

Thanks Sinbad!
You clarified the situation. Ok, I'll try to convert old materials before loading or stay with old parser.
by DimA
Wed Nov 19, 2008 12:15 pm
Forum: Developer talk
Topic: 1.6 Problem with old Material names with spaces
Replies: 4
Views: 675

I agree that quotes around names is a right solution. But I do not think there are any problems to allow backward compatibility for this case. And it would be better if the Ogre will do that. Unfortunately, I have to support old material names, because I have customers who have already made their ow...
by DimA
Wed Nov 19, 2008 10:49 am
Forum: Developer talk
Topic: 1.6 Problem with old Material names with spaces
Replies: 4
Views: 675

1.6 Problem with old Material names with spaces

Hi all! Recently I've switched to 1.6 release. Unfortunately I've discovered a problem with my old materials and new material script parser through the script compiler. Indeed there is no backward compatibility with old material names that include spaces, for example: material Bricks/Old Red { ... }...
by DimA
Thu Aug 16, 2007 8:53 am
Forum: Feature Requests
Topic: Add ability to exclude SubMesh from EdgeList
Replies: 6
Views: 1778

I've done patch submission.