Search found 56 matches

by LostEra
Thu Mar 10, 2011 6:36 pm
Forum: Developer talk
Topic: DistanceLodStrategy's issues
Replies: 6
Views: 1389

Re: DistanceLodStrategy's issues

First off, let me say that I wrote the comment about the approximation, but not the approximation itself. I agree that it isn't really necessary anymore (and probably wasn't even necessary when I wrote the comment), but I left it to ensure backwards compatibility with the old distance lod system, wh...
by LostEra
Wed Sep 02, 2009 2:26 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Re: [GSoC 2008 - Accepted] Different Level of Detail Strategies

That is correct. You could also use Camera::setAutoAspectRatio.
by LostEra
Mon Aug 10, 2009 5:06 am
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Re: [GSoC 2008 - Accepted] Different Level of Detail Strategies

Sounds like a very interesting project. I now understand why you need to know when your entity will be a pixel in size. Regarding the necessity for a camera reference, how large the entity will appear on-screen depends not only on the distance of the entity from the camera, but upon field of view (F...
by LostEra
Sun Aug 09, 2009 5:42 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Re: [GSoC 2008 - Accepted] Different Level of Detail Strategies

It should be possible to approximate the pixel count of an entity relative to a given camera with the code below (where entity and camera are pointers to the Ogre::Entity and Ogre:Camera in question): Ogre::PixelCountLodStrategy::getSingleton().getValue(entity, camera) The camera is necessary, as th...
by LostEra
Fri Apr 10, 2009 9:27 pm
Forum: Google Summer Of Code
Topic: [SoC 2009 - Submitted] High-Level Animation System
Replies: 13
Views: 5133

Re: [SoC 2009 - Submitted] High-Level Animation System

Tecnofreak's multilayered blender concept may be simple as you say, but his implementation is quite extensive. To see what I mean, check out his project on SourceForge: http://sourceforge.net/projects/tecnofreakanima My AnimationTransition will itself be an abstract class. Individual implementations...
by LostEra
Thu Apr 09, 2009 2:57 am
Forum: Google Summer Of Code
Topic: [SoC 2009 - Submitted] High-Level Animation System
Replies: 13
Views: 5133

Re: [SoC 2009 - Submitted] High-Level Animation System

I've had a more thorough look at the motion graph work from last summer, but I do not believe it is suitable as a platform upon which to build this project. That said, some portions of the design could be incorporated into this project. For instance, the use of triggers to signal transitions. I have...
by LostEra
Tue Apr 07, 2009 9:50 pm
Forum: Google Summer Of Code
Topic: [SoC 2009 - Submitted] High-Level Animation System
Replies: 13
Views: 5133

Re: [SoC 2009 - Submitted] High-Level Animation System

I had not planned any changes to my proposal beyond those I made at your suggestion on April 1st regarding the animation listener and blend mask helpers. If anything is unclear or needs further work, I would be more than happy to make the necessary changes.
by LostEra
Fri Apr 03, 2009 3:44 pm
Forum: Google Summer Of Code
Topic: [SoC 2009 - Submitted] High-Level Animation System
Replies: 13
Views: 5133

Re: [SoC 2009 - Submitted] High-Level Animation System

Thank you for correcting me on that. It appears I should have a closer look at the work you did last summer.
by LostEra
Wed Apr 01, 2009 9:01 pm
Forum: Google Summer Of Code
Topic: [SoC 2009 - Submitted] High-Level Animation System
Replies: 13
Views: 5133

Re: [SoC 2009 - Submitted] High-Level Animation System

@Tuan Kuranes I looked at the animation SoC project from last year, but at least according the wiki, the animation system portion was not completed. I assumed this was why the feature remained on the "Help Requested" wiki page. Please correct me if I am mistaken as I know you mentored the project. @...
by LostEra
Wed Apr 01, 2009 6:56 am
Forum: Google Summer Of Code
Topic: [SoC 2009 - Submitted] High-Level Animation System
Replies: 13
Views: 5133

Re: [SoC 2009 - Submitted] High-Level Animation System

The Tecnofreak animation system does look very nice, particularly the editor. However, my project was intended to be a smaller, lightweight solution built into Ogre. I would very much like some opinions about whether there is sufficient interest to warrant such a system, or if I should submit a new ...
by LostEra
Wed Apr 01, 2009 5:43 am
Forum: Google Summer Of Code
Topic: [SoC 2009 - Submitted] High-Level Animation System
Replies: 13
Views: 5133

[SoC 2009 - Submitted] High-Level Animation System

I have submitted the following SoC application. Please let me know if you have any questions or suggestions. Background To maintain a level of realism in animation, it is necessary to blend in and out of animations, possibly while still animating. This is necessary to avoid animation "popping", but ...
by LostEra
Tue Nov 25, 2008 10:40 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

As Sinbad said, you can check out the code at: https://svn.ogre3d.org/svnroot/ogre/branches/soc08-lod For usage examples, take a look at the PlayPen project from the branch. In particular, at the testLod function (in PlayPen.cpp). It includes examples of changing the lod strategy for both meshes and...
by LostEra
Sat Aug 09, 2008 6:06 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Sorry for the slow reply, I was on vacation. Sinbad's lod camera work has now been merged in. @Vectrex As far as I can tell, no, and given the way entities are notified of the current camera, this would probably not be an easy thing to achieve without a separate "_notifyCurrentLodCamera" method. @No...
by LostEra
Fri Aug 01, 2008 4:07 am
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Thanks! I had finished implementing the features I had planned for the project and was going to give this a shot myself, but it seems that will now be unnecessary. I will definitely merge this in (and make the changes needed to fit in with the new LOD system).
by LostEra
Sat Jul 26, 2008 5:43 am
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

It bothered me that squared distances were now required in so many places (particularly material scripts), but no longer. The strategies now supply a method to "transform" user-supplied values. This should make a lot less changes to existing assets necessary. For anyone looking for an example of the...
by LostEra
Sun Jul 13, 2008 5:24 am
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Sorry, I wasn't very clear. This is a modification to the distance-based strategy to allow assets using the old method to, with some tweaking, take advantage of viewport size and fov. The pixel count approximation strategy is still probably preferable, but this would be an alternative to converting ...
by LostEra
Sat Jul 12, 2008 8:36 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

I hadn't posted any new code since I added the default strategy last week. There was a reason for this. This week was scheduled for integration (particularly with the automatic lod generation), but everything already worked together nicely. Instead I took this time to go ahead and implement referenc...
by LostEra
Wed Jul 02, 2008 8:42 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

I changed them to singletons for a few reasons. The first reasons is that, by design, there should only be one instance of each, indicating the use of a singleton to enforce this constraint. The second reason was to avoid the lookup by string for each mesh that was constructed (although, your sugges...
by LostEra
Tue Jul 01, 2008 5:04 am
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Last week was pretty quiet as I was scheduled to work on cleaning up, but this week I finally got to implement the pixel count approximation strategy, and that code is up for anyone who wants to try it out.
by LostEra
Thu Jun 19, 2008 6:56 am
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

I will certainly try to avoid writing code that would preclude the addition of such a feature. As I said before, I don't feel I can commit to it at the moment, but I do mention it at the bottom of the wiki page. I've also poked around a bit to make a first pass at determining what changes would prob...
by LostEra
Mon Jun 16, 2008 10:30 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

I hadn't though about concave edges or self-shadowing. The new strategy wouldn't fix those problems, but it might be possible to write a strategy which would do exactly as you suggested, calculating lod relative to the view camera instead of the light. Nevertheless, it would probably be advantageous...
by LostEra
Mon Jun 16, 2008 5:25 am
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Adding functionality to allow lod to be computed from the perspective of a different camera would be a pretty big task, but I think this particular problem might be solved by simply using the pixel count approximation strategy. Forgive me if I'm mistaken, but when the camera is far away in shadow ma...
by LostEra
Sun Jun 15, 2008 1:27 am
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

Sorry I haven't posted here in a bit, but here's a progress update. I merged in the lod listener work a week ago (with some modifications and additional features). I've also just put up code extending the usage of lod strategies to instanced geometry. With that complete, it shouldn't take too long t...
by LostEra
Sun Jun 01, 2008 6:21 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18117

I've put the next batch of code up, so now materials also make use of the LodStrategy class. LOD listeners are next up. @sparkprime As part of the project, I intend to implement a pixel count approximation strategy, this would not only take FOV into account but viewport size. While fading between LO...
by LostEra
Mon May 26, 2008 11:54 pm
Forum: Feature Requests
Topic: LOD Listener
Replies: 15
Views: 4127

Sinbad has suggested that this be incorporated into the Summer of Code lod strategy project, so any future discussion should probably take place there: http://www.ogre3d.org/phpBB2/viewtopic.php?t=40308.