Search found 1394 matches

by tod
Sat Feb 17, 2018 9:28 am
Forum: Help
Topic: Help setting up application
Replies: 5
Views: 192

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.
by tod
Wed Feb 14, 2018 4:25 pm
Forum: Help
Topic: Help setting up application
Replies: 5
Views: 192

Re: Help setting up application

There are some config files where the executable is. You are probably missing them
by tod
Thu Feb 08, 2018 11:47 am
Forum: Help
Topic: OGRE 1.10.11 MSVC SDK is 32 bit
Replies: 2
Views: 149

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 :cry:

Why would anyone use 32 bit?
by tod
Thu Feb 08, 2018 11:20 am
Forum: Help
Topic: OGRE 1.10.11 MSVC SDK is 32 bit
Replies: 2
Views: 149

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?
by tod
Thu Feb 08, 2018 11:18 am
Forum: General Discussion
Topic: OIS as dependency for Ogre
Replies: 2
Views: 220

Re: OIS as dependency for Ogre

You must have OIS_DIR pointing to the folder where the cmake file is.
by tod
Fri Feb 02, 2018 6:43 pm
Forum: Help
Topic: _setProjectionMatrix(mProjectMatrix) replacement
Replies: 3
Views: 95

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...
by tod
Thu Feb 01, 2018 9:00 pm
Forum: Help
Topic: _setProjectionMatrix(mProjectMatrix) replacement
Replies: 3
Views: 95

_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->...
by tod
Mon Jan 29, 2018 9:42 pm
Forum: General Discussion
Topic: Ogitor build for 1.10
Replies: 5
Views: 269

Re: Ogitor build for 1.10

What about thread and datetime? Are those required or is cmake reading something wrong from the configuration files?
by tod
Mon Jan 29, 2018 9:29 am
Forum: General Discussion
Topic: Ogitor build for 1.10
Replies: 5
Views: 269

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...
by tod
Sun Jan 28, 2018 5:01 pm
Forum: General Discussion
Topic: Ogitor build for 1.10
Replies: 5
Views: 269

Ogitor build for 1.10

Does someone have an Ogitor build that works with Ogre 1.10? I'm tired of fixing build issues .... :oops:
by tod
Wed Oct 04, 2017 12:59 pm
Forum: Help
Topic: What's Ogre's resource group for?
Replies: 1
Views: 186

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: 201

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: 187

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: 315

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: 412

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: 412

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: 412

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: 234

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: 275

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: 704

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: 367

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: 538

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: 531

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: 538

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...