Search found 478 matches

by lf3thn4d
Sun Oct 21, 2012 4:36 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Oh crap. I'll fix that. thanks.

Edit: Fixed. All changes will now be commited to v1-8 branch.
Edit2: Main post now updated. I've started releasing official WIP builds for those who do not want the hassle of getting them from Ogre's source.
by lf3thn4d
Sun Oct 21, 2012 3:34 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Hey guys, I've did more work on the exporter. We can now define submesh naming and change shared vertices setting(make submesh not share mesh vertex buffer). This also means the basic mesh exporting front is complete! :-) The next move is to get into the animation exports (skeletal, pose, morph) P.S...
by lf3thn4d
Fri Oct 19, 2012 7:24 pm
Forum: Developer talk
Topic: Multiple SceneManager issue - Ogre 1.7.2
Replies: 8
Views: 2178

Re: Multiple SceneManager issue - Ogre 1.7.2

Yeah. It's been a while since I complained about it. I did a workaround and forgot about it. It's something that needs to be fixed but I don't know the right way yet. Maybe we can pool in our use cases and find a middle ground that works for both our cases. The way I worked around it was to just ite...
by lf3thn4d
Fri Oct 19, 2012 11:53 am
Forum: Developer talk
Topic: Multiple SceneManager issue - Ogre 1.7.2
Replies: 8
Views: 2178

Re: Multiple SceneManager issue - Ogre 1.7.2

I believe this issue is partially related to this as well:
http://www.ogre3d.org/forums/viewtopic. ... nder+queue
by lf3thn4d
Tue Oct 16, 2012 12:09 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Hmm.. you are right. Ok. I'll move it to a sub folder + that apply modifier fix. Forgot to test that. Edit: Ok. Fixed and done. I've also added XMLConverter support. :-D Edit2: Updated support to XMLConverter: - Made XMLConverter execution parellel. This makes batch converting faster. - Hid XMLConve...
by lf3thn4d
Tue Oct 16, 2012 12:22 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Hey guys, I'm back from a long silence again. I've managed to find more time to fix up things and added a primitive log manager. :-) Anyways, here's the change log: - Fix mesh exporter to follow new Blender mesh API change. - Fix UV export to flip Y axis. (Blender's UV coord is bottom left, Ogre's t...
by lf3thn4d
Wed Mar 07, 2012 7:22 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

hmm.. is it possible to draw GL stuffs with offset along the UI? Is there a way to get the scroll or panel offset information? It'll be great if we can actually draw stuffs that fits into the UI :)
by lf3thn4d
Wed Mar 07, 2012 5:00 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

I think the logs are rather critical. :-) It would help in the rest of the development. I can actually put warning and error logs which I can easily trace for bugs. I've figured it out partially already. I gave up on the idea of progress bar. Can't seem to find any ways to do it. However I'll be doi...
by lf3thn4d
Mon Mar 05, 2012 5:11 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Ah.. ok. Sorry about that. My bad. I used "ogre_mesh_exporter" as part of the module access in my script. I totally forgot about that :shock: Glad that you guys got it working. :-) Anyways, I'm currently looking into proper export UI progress logging. The way blender works now, you can never refresh...
by lf3thn4d
Sun Mar 04, 2012 2:36 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Ah.. hmm i guess blender doesn't like the "." in a folder name. In my dev folder i actually named it ogre_mesh_exporter. Can you open up the blender's console log (Help->Toggle System Console)? There's probably some error during registration for some strange reason. I'm using Blender 2.62 64-bit btw...
by lf3thn4d
Sat Mar 03, 2012 6:55 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Yes, that's what you do. copy the whole folder into the addons directory as the subfolder in that directory. You should be able to find it if you type "ogre" in the search. It is under the "import-export" category. :)
by lf3thn4d
Fri Mar 02, 2012 6:42 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

It's in the mercurial trunk. https://bitbucket.org/sinbad/ogre/ It's quite a huge download since it ties in with the whole Ogre branch and mercurial isn't like SVN where you can grab just a sub folder. Sorry for this since it's still in development stage and totally half done, I don't plan to provid...
by lf3thn4d
Fri Mar 02, 2012 7:44 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Just a head up, I've got basic mesh.xml export with UV and colour done. The exporter only generates the xml part for now. xmlconverter execution to binary mesh format will come later. The code is in the repository. Do check it out and report any bugs related to generated mesh. (e.g. malformed meshes...
by lf3thn4d
Thu Mar 01, 2012 5:21 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

That is true. :-) Every time I looked into working on the exporter when I had time, blender API changes confused me a little. In fact the Api docs for vertex color in 2.62.0 seems to be different again. Yet from testing, nothing has changed yet. :? I'm very confused. Talking about that, it baffles m...
by lf3thn4d
Mon Feb 27, 2012 5:09 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Hey guys, sorry for the long hiatus. I've been totally swamped with work and daily life activities for a while now. However, good news is that I recently am coming close to completing a contract project. Which means I will have more free time soon. In a few days time, I will attempt at getting at le...
by lf3thn4d
Wed Feb 01, 2012 10:18 pm
Forum: Developer talk
Topic: AtomicScalar InterlockedIncrement16 & InterlockedDecrement16
Replies: 0
Views: 620

AtomicScalar InterlockedIncrement16 & InterlockedDecrement16

When using AtomicScalar's ++ or -- operator, VC compiler will complain that InterlockedIncrement16 and InterlockedDecrement16 method is not found. This is probably because the method name has been deprecated. To fix this, we need to replace them with the underscore prefix: _InterlockedIncrement16 an...
by lf3thn4d
Fri Sep 30, 2011 4:19 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

@xieu90: You did? I must have missed it or forgot about it. really sorry for that :-P my bad. @TomaszCz: There's no real dateline when it will be finished. It'll be done when it gets done. The problem right now is that I'm swamped with contract works so I'm not able to do this at my 100%. :-( But I'...
by lf3thn4d
Thu Sep 29, 2011 11:13 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Oh.. looks like python script api incompatibility on new blender release again. I will need to update my blender build again. dark_sylinc: 1. I'm not too sure what that error's all about. But I think the latest stable 2.49 exporter is in the mercurial repository. 2. That's a good idea. I'll add a bu...
by lf3thn4d
Tue Aug 23, 2011 7:19 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Just had a wee play, and have to say I like it (despite it not doing anything yet :P ). The per object overrides are obviously that, and the push pins make it obvious what is or isn't overridden too. The actual exporter panel is a little crowded unless you make it bigger when using the default blen...
by lf3thn4d
Mon Aug 22, 2011 3:12 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Yes, that's actually essentially the idea. I will be making the mesh export part with it's own operator. So any other scripts can simply call the operator to execute which will export all selected meshes. :-)
by lf3thn4d
Sun Aug 21, 2011 4:29 pm
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Hey guys, I've just managed to get my code committed into the trunk. I had some local mercurial repository problem which caused me to have to re-pull the ogre repository. It's placed in Tools\Blender2.5Export. To test it, you can place those files in blender's scripts directory like so: <path-to-scr...
by lf3thn4d
Sun Aug 21, 2011 7:10 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 59241

Re: Blender 2.5 Exporter [Official]

Hey guys, Just to update, I've been getting my hands on every free time I have for the new 2.5 exporter. I must say it's a little frustrating for me as I thought the new python api would allow us to write more robust scripts. Unfortunately they still do not have a good event handler system (I.E. Sel...
by lf3thn4d
Sun Jul 31, 2011 2:52 pm
Forum: Developer talk
Topic: Regarding RenderQueue::clear()
Replies: 4
Views: 1092

Re: Regarding RenderQueue::clear()

Hmm.. that looks like a big issue since it's a pass hash sorting problem. This will be a tough nut to crack unless we do quite some number of refactoring. It looks like a design problem here. Unless we flag the QueuedRenderableCollection::mGroup map dirty when pass hashes have been recalculated. Tha...
by lf3thn4d
Fri Jul 29, 2011 7:25 pm
Forum: Developer talk
Topic: Regarding RenderQueue::clear()
Replies: 4
Views: 1092

Re: Regarding RenderQueue::clear()

Yes, I'm planning to do that. However since I'm not too sure what that code change is intending to fix, reverting that behavior could cause unwanted issue. It would be best if whoever change that code review this change again and find a proper fix or I would be beating around the bush trying to hunt...
by lf3thn4d
Fri Jul 29, 2011 1:21 pm
Forum: Developer talk
Topic: Regarding RenderQueue::clear()
Replies: 4
Views: 1092

Regarding RenderQueue::clear()

Hey guys, it's been a while since I'm around. I've been very busy with work since our company started accepting contract projects. It really does kill all our time for our own stuff. :-( Anyways, I've found some time to try and update our engine over to the new ogre build since God knows when I did ...