Search found 1394 matches
- Sat Feb 17, 2018 9:28 am
- Forum: Help
- Topic: Help setting up application
- Replies: 5
- Views: 180
Re: Help setting up application
These may be enough, just make sure resources.cfg contains all the resources you need, and in the correct group. The Ogre log may display the actual resource that fails.
- Wed Feb 14, 2018 4:25 pm
- Forum: Help
- Topic: Help setting up application
- Replies: 5
- Views: 180
Re: Help setting up application
There are some config files where the executable is. You are probably missing them
- Thu Feb 08, 2018 11:47 am
- Forum: Help
- Topic: OGRE 1.10.11 MSVC SDK is 32 bit
- Replies: 2
- Views: 127
Re: OGRE 1.10.11 MSVC SDK is 32 bit
OGRE 1.x MSVC SDK master snapshot
DLL's seem to be 64 bit, but the libs are x86
Why would anyone use 32 bit?
DLL's seem to be 64 bit, but the libs are x86

Why would anyone use 32 bit?
- Thu Feb 08, 2018 11:20 am
- Forum: Help
- Topic: OGRE 1.10.11 MSVC SDK is 32 bit
- Replies: 2
- Views: 127
OGRE 1.10.11 MSVC SDK is 32 bit
What the title says. It is advertised as 64 bit, but it's build as x86. Can you provide a 64bit sdk?
- Thu Feb 08, 2018 11:18 am
- Forum: General Discussion
- Topic: OIS as dependency for Ogre
- Replies: 2
- Views: 172
Re: OIS as dependency for Ogre
You must have OIS_DIR pointing to the folder where the cmake file is.
- Fri Feb 02, 2018 6:43 pm
- Forum: Help
- Topic: _setProjectionMatrix(mProjectMatrix) replacement
- Replies: 3
- Views: 86
Re: _setProjectionMatrix(mProjectMatrix) replacement
updateGpuProgramParameters receives a pass, I don't have a pass. The pass already has the parameters set. I have a vertex program created like this: mVertexProgram = Ogre::HighLevelGpuProgramManager::getSingleton().createProgram( "MyGUI_VP.glsl", OgreDataManager::getInstance().getGroup(), "glsl", Og...
- Thu Feb 01, 2018 9:00 pm
- Forum: Help
- Topic: _setProjectionMatrix(mProjectMatrix) replacement
- Replies: 3
- Views: 86
_setProjectionMatrix(mProjectMatrix) replacement
I see this function is deprecated. What can I use instead. I need it for myGUI, when rendering I must flip on the Y axis, only when rendering to texture. My shader works for everything thing else, but when rendering to texture the image is flipped. One option I'm looking at is using: mRenderSystem->...
- Mon Jan 29, 2018 9:42 pm
- Forum: General Discussion
- Topic: Ogitor build for 1.10
- Replies: 5
- Views: 202
Re: Ogitor build for 1.10
What about thread and datetime? Are those required or is cmake reading something wrong from the configuration files?
- Mon Jan 29, 2018 9:29 am
- Forum: General Discussion
- Topic: Ogitor build for 1.10
- Replies: 5
- Views: 202
Re: Ogitor build for 1.10
I've tried that. VS 2017, 64 bit, no boost, only OpenGL3+. I get lots of missing boost includes/libs, a lot of errors related to missing operator * on Vector classes, and many others. That's after fumbling with CMake for 3-4 hours to get it to generate the project. I only need a terrain editor, even...
- Sun Jan 28, 2018 5:01 pm
- Forum: General Discussion
- Topic: Ogitor build for 1.10
- Replies: 5
- Views: 202
Ogitor build for 1.10
Does someone have an Ogitor build that works with Ogre 1.10? I'm tired of fixing build issues .... 

- Wed Oct 04, 2017 12:59 pm
- Forum: Help
- Topic: What's Ogre's resource group for?
- Replies: 1
- Views: 166
Re: What's Ogre's resource group for?
Some info here I think resource groups are just ways to group resources, as the name says, so you can load/unload them when needed. As for the rendering error, I guess Ogre needs some basic resources itself, and the exception is probably triggered later when it tries to use some missing resource. T...
- Tue Sep 19, 2017 7:47 pm
- Forum: Help
- Topic: [2.1] How to setup DotScene for Ogre 2.1
- Replies: 2
- Views: 188
Re: [2.1] How to setup DotScene for Ogre 2.1
I may be way of base, but I think DotScene is just some manager that is able to load ".scene" files, and may not be supported anymore. As the scene file is an xml or something, it should be relatively easy to parse it yourself. I, for one, never used it, you usually need more that Ogre entities, lig...
- Tue Sep 19, 2017 7:40 pm
- Forum: Help
- Topic: SOLVED Ogre 1.10.8 New Instancing sample crashes with D3D11
- Replies: 2
- Views: 174
Re: Ogre 1.10.8 New Instancing sample crashes with D3D11
It seems that the sample is broken. I would guess that some model doesn't have tangents on it. It seems like a lot of trouble for you to just fix the sample... unless you really want to use that sample for something.
- Fri Sep 08, 2017 4:18 pm
- Forum: Help
- Topic: rotate/translate model or camera
- Replies: 3
- Views: 299
Re: rotate/translate model or camera
Model is attached to a SceneNode. Use the methods of that node to rotate/scale/etc. Same with camera.
- Wed Sep 06, 2017 8:47 am
- Forum: General Discussion
- Topic: Ogre Documentation and possibilities questions
- Replies: 7
- Views: 380
Re: Ogre Documentation and possibilities questions
There is no default component to do what you want AFAIK.Elendil wrote: And I want to know, if Ogre is able to make smooth the difference between objects and make it looks like on second image.
- Tue Sep 05, 2017 6:19 pm
- Forum: General Discussion
- Topic: Ogre Documentation and possibilities questions
- Replies: 7
- Views: 380
Re: Ogre Documentation and possibilities questions
Not sure what you're getting at? Ogre's own terrain system splits the mesh in multiple chunks. The inaccuracies between chunks are masked by "skirts", meaning just a vertical border going down. You can sometimes see the skirts, but only in certain spots and if you look very, very closely at the terr...
- Tue Sep 05, 2017 12:40 pm
- Forum: General Discussion
- Topic: Ogre Documentation and possibilities questions
- Replies: 7
- Views: 380
Re: Ogre Documentation and possibilities questions
1. Most seem to be accurate for 1.7, maybe 1.8, but it should be good enough if you don't do something very strange. 2. The is short reply to a similar question on the forum, Sinbad recommended using the stencil buffer to cut holes in terrain (not sure what that means). 3. ??? 4. This is an endless ...
- Tue Sep 05, 2017 9:13 am
- Forum: General Discussion
- Topic: Opengl3+ GUI library???
- Replies: 0
- Views: 224
Opengl3+ GUI library???
Are there any GUI solutions that support Ogre using the OpenGL3+ renderer?
- Tue Sep 05, 2017 9:11 am
- Forum: General Discussion
- Topic: Any pieces of advice in 3rd person game development
- Replies: 1
- Views: 264
Re: Any pieces of advice in 3rd person game development
Find a game engine. It's too much work to make the game and the engine.
- Tue Jul 18, 2017 2:24 pm
- Forum: Help
- Topic: Cannot build 1.9 or 1.10 (dll build)
- Replies: 5
- Views: 673
Re: Cannot build 1.9 or 1.10 (dll build)
What build errors do you have?
- Mon Jul 10, 2017 9:57 am
- Forum: Help
- Topic: [1.10.4]OGRE How to set background into transparent?
- Replies: 4
- Views: 350
Re: [1.10.4]OGRE How to set background into transparent?
Transparent means you see what's behind it. If there's nothing behind ....
- Fri Jul 07, 2017 10:39 am
- Forum: Help
- Topic: Problem with directional lights and deferred shading[SOLVED]
- Replies: 4
- Views: 511
Re: Problem with directional lights and deferred shading
You should display the shadow texture on an overlay or something, to see if it looks ok. Also post your shadow set-up, maybe it's configured wrong, although that would affect spotlight also.
- Mon Jul 03, 2017 2:15 pm
- Forum: Help
- Topic: Particle system Blood
- Replies: 5
- Views: 512
- Wed Jun 28, 2017 7:35 pm
- Forum: General Discussion
- Topic: GLSL compositor render on top right
- Replies: 1
- Views: 521
Re: GLSL compositor render on top right
Apparently the GLSL shader is broken for Deferred Shading. Can some expert tell me what I need to change? #version 150 in vec4 vertex; out vec2 oUv0; out vec3 oRay; uniform vec3 farCorner; uniform float flip; void main() { // Clean up inaccuracies vec2 Pos = sign(vertex.xy); // Image-space oUv0 = (v...
- Wed Jun 28, 2017 6:58 pm
- Forum: Help
- Topic: Problem with directional lights and deferred shading[SOLVED]
- Replies: 4
- Views: 511
Re: Problem with directional lights and deferred shading
The shadow code may be broken. In your case it seems it shadows the part that should be lit, and vice-versa. Print your shaders in the log, and see the part that takes shadow into consideration. I don't think the pixels get discarded, most likely they get multiplied with black. You could try to mult...