Search found 166 matches

by bharling
Tue Feb 05, 2013 1:01 am
Forum: General Discussion
Topic: Raspberry pi
Replies: 17
Views: 8110

Re: Raspberry pi

I went crazy and tried to build on the device using your fork, thanks!

It's working ( am up to the samples now ) but its been going 6 hours!!

cant wait to see how Ogre fairs on the pi, have been impressed with other EGL-type demos, and some QT stuff. The pi is a wonderful little device :)
by bharling
Mon Jun 14, 2010 3:40 pm
Forum: Using OGRE in practice
Topic: Animation, splines and easing curves library
Replies: 1
Views: 622

Re: Animation, splines and easing curves library

have you tried caurina tweener ?

its an actionscript library but ported to c++ and python ( i did that port ;) ). Its got tons of different easing functions and should be very simple to setup

http://code.google.com/p/tweener/
by bharling
Sat Apr 10, 2010 10:17 am
Forum: Showcase
Topic: PS3 FirstPlay Interface Prototype
Replies: 4
Views: 1813

Re: PS3 FirstPlay Interface Prototype

hi tdev, The text is simply dynamic text fields contained in flash movies, then mapped onto ogre materials. I chose hikari mainly because I was already using it for an in-game visual adjustment menu, so just stuck with it for other textual elements too. The videos underneath the text are ogre planes...
by bharling
Fri Apr 09, 2010 7:20 pm
Forum: Showcase
Topic: PS3 FirstPlay Interface Prototype
Replies: 4
Views: 1813

Re: PS3 FirstPlay Interface Prototype

Thanks sinbad, it was great to have the chance to use my favourite render engine for a real project. Thanks so much for Ogre, its the best :)
by bharling
Fri Apr 09, 2010 8:01 am
Forum: Showcase
Topic: PS3 FirstPlay Interface Prototype
Replies: 4
Views: 1813

PS3 FirstPlay Interface Prototype

Hi everyone, finally I’m allowed to post about a project I did over a year ago using Ogre, so here it is! Today we’re proudly launching our new interactive service on the Playstation Store ( UK for the moment ), entitled FirstPlay. Featuring news, analysis, reviews, features and exclusive PlayStatio...
by bharling
Mon Dec 28, 2009 7:40 pm
Forum: Showcase
Topic: OgreKit *Update*: Bullet, Ogre, LUA, reading .blend
Replies: 42
Views: 30120

Re: OgreKit early preview: Bullet, Ogre 1.7, LUA, reading .blend

This is really awesome erwin, thanks for tackling it! I'm sure blender2.5 could be easily extended in python to easily generate an Ogre-friendly heightmap in realtime. The trick would be to make it as transparent as possible in the UI, but the new UI engine in 2.5 is vastly flexible just for this pu...
by bharling
Mon Sep 21, 2009 9:46 am
Forum: Showcase
Topic: Hikari (v0.3)
Replies: 415
Views: 170536

Re: Hikari (v0.3)

You probably have to do this on the actionscript side - I've found this simple function works most of the time to do simple introspection.. trouble is it won't tell you what datatype a property or function is, so all you get is the list of the namespace. somewhere on your root timeline ( if you want...
by bharling
Sat Jul 18, 2009 11:36 am
Forum: Using OGRE in practice
Topic: Outline shader
Replies: 9
Views: 6587

Re: Outline shader

probably in a compositor: render the scene normally render just the characters with coloured materials ( use a renderqueue group ) blur that rendertarget render that onto the final image, using the previous stencil buffer to get the outlines of the characters. bet there are other better ways to do i...
by bharling
Sat Jul 18, 2009 10:10 am
Forum: Showcase
Topic: Exomars Rover Sim @ Paris Air Show 2009
Replies: 9
Views: 1898

Re: Exomars Rover Sim @ Paris Air Show 2009

First open source render engine in space? Surely there must be some prize for that :D I should also say that this is actually not the first involvement of OGRE in a space program-related simulator project, but I can't talk about the other one I know about, so don't ask, because it's torture to not b...
by bharling
Thu Jul 16, 2009 10:00 pm
Forum: Showcase
Topic: Portalized (GUI update)
Replies: 258
Views: 86388

Re: Portalized (light transfer, working towards summer release)

Well, the project is a combination of portals/gravity/time manipulation. Therefore, time paradoxes do need to be tackled. I'll take them the same way other games do - if your past self doesn't make it into the time portal, then you've caused a paradox (which means you can't be there to cause the pa...
by bharling
Thu Jul 16, 2009 12:34 pm
Forum: Showcase
Topic: Portalized (GUI update)
Replies: 258
Views: 86388

Re: Portalized (light transfer, working towards summer release)

Nope, we've been discussing having time portals, and we definitely might (perhaps not in the first version, however). Basically, you "set" the portal, and when you walk through it, everything will be in the past, according to when you "set" the portal. You'll even see yourself doing whatever you di...
by bharling
Wed Jul 15, 2009 9:51 pm
Forum: Showcase
Topic: Portalized (GUI update)
Replies: 258
Views: 86388

Re: Portalized (light transfer, working towards summer release)

Just popped by to say its looking absolutely amazing in the latest screens - good work null! on the subject of flash games and portals - check out this, now I reckon this would be a great concept to have in portalized: http://www.cleoag.ru/labs/flex/parkseasons/ probably programmatically impossible ...
by bharling
Thu Jun 11, 2009 6:17 pm
Forum: Showcase
Topic: TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D
Replies: 437
Views: 196778

Re: Project Aftershock

Hey :) Very cool models, and I like the editor you've got setup there, especially with all those lights. Are the lights all dynamic?
by bharling
Fri May 08, 2009 11:34 am
Forum: Using OGRE in practice
Topic: Light Volumes in deferred rendering / compositor
Replies: 7
Views: 2766

Re: Light Volumes in deferred rendering / compositor

Am getting very close with this now :( just cant work out my view transforms for the light position I believe. I think all I need to do is to get the arbitrary light centre position into view space ( currently it is defined directly in Ogre coordinates, which i'm guessing would equate to world-space...
by bharling
Wed May 06, 2009 4:33 pm
Forum: Using OGRE in practice
Topic: Light Volumes in deferred rendering / compositor
Replies: 7
Views: 2766

Re: Light Volumes in deferred rendering / compositor

Well, I've got a little further with this. Now have the MRT setup correctly, and have light meshes that can use the results of the MRT ( albedo, normals, depth ) and project those textures back into screen space. Next problem is how to properly reconstruct the light position... I'm trying out this t...
by bharling
Tue May 05, 2009 4:07 pm
Forum: Showcase
Topic: THP Project [video added]
Replies: 36
Views: 9606

Re: THP Project [video added]

Video is fantastic :)
by bharling
Tue May 05, 2009 10:41 am
Forum: Using OGRE in practice
Topic: Light Volumes in deferred rendering / compositor
Replies: 7
Views: 2766

Re: Light Volumes in deferred rendering / compositor

Hi ebol, thanks for the input, thats along the lines of what I was thinking - I've been looking at light scissoring in the ogre manual and it looks promising. Correct me if I'm wrong but that method would allow me to use regular ogre lights instead of meshes? I think first though that I will try the...
by bharling
Thu Apr 30, 2009 8:46 am
Forum: Using OGRE in practice
Topic: Light Volumes in deferred rendering / compositor
Replies: 7
Views: 2766

Re: Light Volumes in deferred rendering / compositor

thanks praetor, I took your advice and had a look at the deferred demo, my first question arose quite quickly :) : compositor DeferredShading/ShowLit { technique { // temporary textures texture mrt_output target_width target_height PF_FLOAT16_RGBA PF_FLOAT16_RGBA target mrt_output { input none pass ...
by bharling
Tue Apr 28, 2009 2:54 pm
Forum: Using OGRE in practice
Topic: Light Volumes in deferred rendering / compositor
Replies: 7
Views: 2766

Light Volumes in deferred rendering / compositor

Hi, I'm trying to implement a deferred render scheme ( all the rage these days doncherknow .. ) and am pretty sure I understand the concepts well enough, but have a question regarding implementing this in Ogre. All the information I've seen says that you should render lights as meshes to get the vol...
by bharling
Sat Apr 25, 2009 1:09 pm
Forum: Showcase
Topic: THP Project [video added]
Replies: 36
Views: 9606

Re: THP Project

once again, awesome ( another scan over the shots .. )

Are you using any sort of GI to get bounced light, or is it just a large quantity of lights in the scene? To my eyes the lighting is very realistic, it would be great to see this applied to a larger scene.
by bharling
Fri Apr 24, 2009 4:25 pm
Forum: Showcase
Topic: THP Project [video added]
Replies: 36
Views: 9606

Re: THP Project

Looking Amazing! Well done

Video ( and sourcecode :wink: ) please!

I've been struggling to get a deferred render system going for a while - any useful tips?
by bharling
Tue Apr 21, 2009 9:59 am
Forum: Back to Basics
Topic: FOV pixel problem
Replies: 6
Views: 785

Re: FOV pixel problem

Definitely sounds like a depth precision issue - try increasing the nearclip distance as you decrease the fov. When you're zooming into far away objects, you will not need a close near clip distance anyway. As a rule of thumb, you should always have the near clip distance as far as possible from the...
by bharling
Fri Mar 06, 2009 9:41 am
Forum: Showcase
Topic: TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D
Replies: 437
Views: 196778

Re: Project Aftershock (updated shots btm page 8-lotsa pics)

10 / 10 - faultless!

Your integration of PagedGeometry looks really good. Cant wait to play this :)
by bharling
Tue Mar 03, 2009 1:55 pm
Forum: Using OGRE in practice
Topic: Generating shadow for a custom entity.
Replies: 1
Views: 235

Re: Generating shadow for a custom entity.

A much better idea would be to use texture shadows as opposed to stencil shadows. It doesn't matter how complex your model is when using texture shadows, and everything gets shadowed properly with minimum effort
by bharling
Fri Feb 20, 2009 10:16 am
Forum: Showcase
Topic: The Supers (prototype)
Replies: 14
Views: 3077

Re: The Supers (prototype)

Agreed :)

Wonderful looking characters - crazy good animation, great work!