Search found 302 matches

by ahmedali
Tue Apr 10, 2007 7:13 pm
Forum: Showcase
Topic: MAGE - Level editor
Replies: 121
Views: 74155

@Lexx
Now u have ressurected it. You must maintain it too :twisted: .

You should Wiki it too where other external editors are mentioned.
by ahmedali
Tue Apr 10, 2007 6:59 pm
Forum: Showcase
Topic: GraLL - WIP Topic (Game Released. Check Other Topic)
Replies: 205
Views: 50129

@nikki
I am fan of ChipsCallenge and your game looks and work very good. Well done.

Do you know about the opensource ChipsChallenge clone Tworld ?
by ahmedali
Tue Apr 10, 2007 3:23 pm
Forum: General Discussion
Topic: Idea: OGRE 'Membership'
Replies: 87
Views: 6976

Gamedev.net as similar thing GDnet+ membership. I like the idea even though I will never join :oops: . These things are good for the future of this project.
by ahmedali
Tue Apr 10, 2007 11:07 am
Forum: Help
Topic: raycast casuing infinite loop at certain direction
Replies: 1
Views: 329

Temporarrily solved the problem by changing the XY scale of terrain from 100000 to 80000. I dont know how it works?
by ahmedali
Mon Apr 09, 2007 8:28 pm
Forum: Help
Topic: casting rays at certain objects causes infinite loop
Replies: 8
Views: 941

I also seem to have similar problem

http://www.ogre3d.org/phpBB2/viewtopic. ... 808#214808
by ahmedali
Mon Apr 09, 2007 8:27 pm
Forum: Help
Topic: raycast casuing infinite loop at certain direction
Replies: 1
Views: 329

raycast casuing infinite loop at certain direction

I think the problem is real. This guy is also having similar problem http://www.ogre3d.org/phpBB2/viewtopic.php?t=30607&start=0&postdays=0&postorder=asc&highlight=getcameratoviewportray&sid=10a0fb15ec108bb1934286c352855d9b With terrain scene manager and Eihort RC2. The debugger is leading to ogreter...
by ahmedali
Sun Apr 08, 2007 6:44 pm
Forum: Developer talk
Topic: Timer Event
Replies: 3
Views: 1064

Mostly I would prefer to use non-theaded timer event because you can "syncronize" it with either ingame physics or graphical time.
by ahmedali
Fri Apr 06, 2007 4:27 pm
Forum: General Discussion
Topic: newbie question on large worlds
Replies: 11
Views: 1269

Yes, Search Ogre wiki for TerrainSceneManager and PLSM2 (PagingLandscapeSceneManager). Both can help you a lot for understanding Ogre and some rendering of big worlds too.
by ahmedali
Fri Apr 06, 2007 4:12 pm
Forum: General Discussion
Topic: ExampleApplication vs. ExampleRefAppApplication
Replies: 8
Views: 954

Sinbad and others have explained many times that RefApp was here just an example of library integration and thats it. So I think no one bothers improving it.
by ahmedali
Thu Apr 05, 2007 7:01 am
Forum: Developer talk
Topic: Consoles and virtual functions
Replies: 3
Views: 1314

I wasnt really much aware of the practical coding & design practices in console games develeopment. I used to think that console programmers & designer (like pc developers) tend to generlise, use extensive oo etc and just what books and trends teach us. Until I realized that many ps2 devleopers actu...
by ahmedali
Mon Apr 02, 2007 3:18 pm
Forum: General Discussion
Topic: QuickSearch - Forums
Replies: 10
Views: 1210

phpbb search is good when you want to search strictly to specific terms, and you know what you are searching.

Google search is good when you want to query in natural english or you dont know the exact terminology of the THING you are searching.

I use both depending upon the context.
by ahmedali
Sun Apr 01, 2007 5:46 pm
Forum: Showcase
Topic: Interior Mapping
Replies: 188
Views: 116918

I think the technique used in this project is called Camera Mapping, commonly used in programs like 3dsmax/maya to map textures/pictures to 3d objects based on camera position and angle. If generalised, there may be many other uses too.
by ahmedali
Sun Mar 25, 2007 8:45 pm
Forum: General Discussion
Topic: lua print not giving output
Replies: 1
Views: 451

lua print not giving output

I just enabled console on one of the samples and added lua. The problem is lua "print" is not giving output to the console ?? neither through dostring or from a .lua file.
by ahmedali
Sat Mar 24, 2007 3:16 pm
Forum: Using OGRE in practice
Topic: Decomposing a Quaternion in to 3 Quaternions ? [solved]
Replies: 1
Views: 360

Decomposing a Quaternion in to 3 Quaternions ? [solved]

How to decompose a Quaternion in to 3 Quaternions, so each quaternion represent rotation along respective X,Y&Z axis?
by ahmedali
Sat Mar 17, 2007 4:40 am
Forum: Showcase
Topic: BetaCairo: Cairo Wrapper, 0.1 Released!
Replies: 128
Views: 51014

Cairo too slow

I just decided to use cairo to replace my ingame visual targeting system which simple draws some rectangles around enemy targets. I used 1024 res drawing surface for full screen coverage. Made it an alpha map, clear the dawing the surface including alpha every frame and drawing a single rectangle. T...
by ahmedali
Fri Mar 16, 2007 11:05 am
Forum: Using OGRE in practice
Topic: Best scheme for having movable rigid body parts?
Replies: 3
Views: 832

Especially for things that pivot like flaps, etc., I'd just use normal skeletal animation -- attach the parts to different bones in the rig. Ok so. Is it better to export all moving parts plus airplane as boned mesh from ogre. Or attach moving entites to bones during intialization? Does the former ...
by ahmedali
Fri Mar 16, 2007 7:42 am
Forum: Using OGRE in practice
Topic: Best scheme for having movable rigid body parts?
Replies: 3
Views: 832

Best scheme for having movable rigid body parts?

For example an airplane has many moving parts: aleron, flaps, elevator, landing gear, rotors and canopy etc. What is the best high perfomance scheme? 1- Merge all parts in 3dsmax and apply Bones&Skins. And rotate/slide them in ogre ? 2- Use scene nodes per moving part ? And there will be many airpla...
by ahmedali
Mon Mar 05, 2007 8:54 pm
Forum: Help
Topic: failed DrawPrimitive and OgreOde
Replies: 2
Views: 582

I activated Debug version of DX from Control Panel. But it seems to make no difference to the error output at all.
by ahmedali
Mon Mar 05, 2007 2:43 pm
Forum: Help
Topic: failed DrawPrimitive and OgreOde
Replies: 2
Views: 582

failed DrawPrimitive and OgreOde

Intel 945G Builtin Graphics OgreOde Source (from taun's site) Eithor RC1 DX SDK Apr2006 All ogre demos work fine. This fatal error only comes when OgreOdeDemo_SimpleScenes try to add objects (possibly debug geoms). I have never encountered this error so far. http://img221.imageshack.us/img221/4913/d...
by ahmedali
Wed Feb 21, 2007 3:12 pm
Forum: Using OGRE in practice
Topic: How to Resize a RenderTexture/Target ?
Replies: 2
Views: 516

I may recreate RT then. thanks for explanation.
by ahmedali
Wed Feb 21, 2007 9:30 am
Forum: Using OGRE in practice
Topic: How to Resize a RenderTexture/Target ?
Replies: 2
Views: 516

How to Resize a RenderTexture/Target ?

There is a need that the RenderTexture needs to be changed to arbitrary sizes when required.

1- Is it possible to resize and rendertexture ? (I tried but it doest work)

2- Is it possible to change the format of rendertexture?
by ahmedali
Mon Feb 19, 2007 9:11 am
Forum: Using OGRE in practice
Topic: Shader/Programming scene_blend [done]
Replies: 2
Views: 511

No problem then, it will work for me.
by ahmedali
Mon Feb 19, 2007 1:33 am
Forum: Using OGRE in practice
Topic: Shader/Programming scene_blend [done]
Replies: 2
Views: 511

Shader/Programming scene_blend [done]

I'm desperate about programming the scene_blend functionality. Is there any way to get Source(the current drawn scene) colours as input to shader??.
by ahmedali
Mon Feb 19, 2007 1:29 am
Forum: Using OGRE in practice
Topic: Chain Shader effects, but for textures. [done]
Replies: 6
Views: 722

Thanks for clues, after some diggin into the manual and forum I have some start.
by ahmedali
Sun Feb 18, 2007 5:44 pm
Forum: Using OGRE in practice
Topic: Chain Shader effects, but for textures. [done]
Replies: 6
Views: 722

sorry I was implying to viewports by fullscreen