Search found 1384 matches

by tod
Wed Oct 04, 2017 12:59 pm
Forum: Help
Topic: What's Ogre's resource group for?
Replies: 1
Views: 136

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...
by tod
Tue Sep 19, 2017 7:47 pm
Forum: Help
Topic: [2.1] How to setup DotScene for Ogre 2.1
Replies: 2
Views: 180

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...
by tod
Tue Sep 19, 2017 7:40 pm
Forum: Help
Topic: SOLVED Ogre 1.10.8 New Instancing sample crashes with D3D11
Replies: 2
Views: 156

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.
by tod
Fri Sep 08, 2017 4:18 pm
Forum: Help
Topic: rotate/translate model or camera
Replies: 3
Views: 282

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.
by tod
Wed Sep 06, 2017 8:47 am
Forum: General Discussion
Topic: Ogre Documentation and possibilities questions
Replies: 7
Views: 309

Re: Ogre Documentation and possibilities questions

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.
There is no default component to do what you want AFAIK.
by tod
Tue Sep 05, 2017 6:19 pm
Forum: General Discussion
Topic: Ogre Documentation and possibilities questions
Replies: 7
Views: 309

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...
by tod
Tue Sep 05, 2017 12:40 pm
Forum: General Discussion
Topic: Ogre Documentation and possibilities questions
Replies: 7
Views: 309

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 ...
by tod
Tue Sep 05, 2017 9:13 am
Forum: General Discussion
Topic: Opengl3+ GUI library???
Replies: 0
Views: 191

Opengl3+ GUI library???

Are there any GUI solutions that support Ogre using the OpenGL3+ renderer?
by tod
Tue Sep 05, 2017 9:11 am
Forum: General Discussion
Topic: Any pieces of advice in 3rd person game development
Replies: 1
Views: 232

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.
by tod
Tue Jul 18, 2017 2:24 pm
Forum: Help
Topic: Cannot build 1.9 or 1.10 (dll build)
Replies: 5
Views: 646

Re: Cannot build 1.9 or 1.10 (dll build)

What build errors do you have?
by tod
Mon Jul 10, 2017 9:57 am
Forum: Help
Topic: [1.10.4]OGRE How to set background into transparent?
Replies: 4
Views: 334

Re: [1.10.4]OGRE How to set background into transparent?

Transparent means you see what's behind it. If there's nothing behind ....
by tod
Fri Jul 07, 2017 10:39 am
Forum: Help
Topic: Problem with directional lights and deferred shading[SOLVED]
Replies: 4
Views: 490

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.
by tod
Wed Jun 28, 2017 7:35 pm
Forum: General Discussion
Topic: GLSL compositor render on top right
Replies: 1
Views: 502

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...
by tod
Wed Jun 28, 2017 6:58 pm
Forum: Help
Topic: Problem with directional lights and deferred shading[SOLVED]
Replies: 4
Views: 490

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...
by tod
Thu Jun 22, 2017 7:32 pm
Forum: General Discussion
Topic: GLSL compositor render on top right
Replies: 1
Views: 502

GLSL compositor render on top right

I'm trying to use deferred shading on OpenGL3+ renderer, using GLSL only, on Ogre 1.10, and the image seems upside down and rendered in the top-right quarter of the screen? Can anyone help? https://www.dropbox.com/s/n8tth64f0klj63e/crap_dff.jpg https://www.dropbox.com/s/n8tth64f0klj63e/crap_dff.jpg?...
by tod
Thu Jun 08, 2017 8:45 pm
Forum: Help
Topic: Stop Particles Rain before go inside
Replies: 4
Views: 383

Re: Stop Particles Rain before go inside

Can't you maybe extend the plane deflector to use only a region?
by tod
Thu Jun 08, 2017 8:33 pm
Forum: Help
Topic: [Ogre 1.10] Set BoundingBoxes on Rectangle2D
Replies: 3
Views: 326

Re: [Ogre 1.10] Set BoundingBoxes on Rectangle2D

What the hell is a bounding box effect? Make your sprite fill all the image and the the image size is the bounding box. Or else manually set some margins for each sprite. Or else "parse" the sprite and find out where the shape begins. etc...
by tod
Thu Jun 08, 2017 8:29 pm
Forum: Help
Topic: [Ogre 1.10] Revert Rectangle2D/material
Replies: 2
Views: 292

Re: [Ogre 1.10] Revert Rectangle2D/material

Need more info. What is your material? On what do you put that? You could for instance invert the y coordinate in your shader when you sample the UV map.
by tod
Thu Mar 09, 2017 5:07 pm
Forum: General Discussion
Topic: Spotlight issue when using depth shadow mapping
Replies: 1
Views: 601

Re: Spotlight issue when using depth shadow mapping

Your light seems to cover a lot of ground in the second picture, so not sure if shadow related. If you disable shadow on that light, does the light look the same?
by tod
Thu Mar 09, 2017 4:56 pm
Forum: General Discussion
Topic: Depth Shadow Mapping Material Question
Replies: 1
Views: 567

Re: Depth Shadow Mapping Material Question

Depth shadow mapping is a texture shadow technique, so any SHADOWTYPE_STENCIL_whatever will not work with it. Texture shadows means that the shadow is generated using a texture. The shadow material is used to generate that texture, so it isn't something that depends on how your entities are drawn (e...
by tod
Tue Feb 16, 2016 2:58 pm
Forum: Showcase
Topic: Modified Deferred Rendering Engine (Proof of concept)
Replies: 16
Views: 6526

Re: Modified Deferred Rendering Engine (Proof of concept)

I think you may get these errors because the shader compiler finds some variables are not used and removes them. Then it throws an error when you try to set that variable.
by tod
Fri Jan 30, 2015 6:03 pm
Forum: Help
Topic: LOD not visible
Replies: 3
Views: 250

Re: LOD not visible

There's a lod stategy manager. If you get the default strategy you will get some kind of a distance strategy. From there you should be able to modify the individual lod levels and have Ogre do the switching for you.
by tod
Wed Jan 28, 2015 11:15 am
Forum: Help
Topic: LOD not visible
Replies: 3
Views: 250

Re: LOD not visible

I think you also need to set-up the lod strategy in scene manager or something.