Search found 2699 matches

by syedhs
Tue Feb 17, 2015 9:57 am
Forum: Google Summer Of Code
Topic: [GSoC 2015] Idea discussion thread
Replies: 38
Views: 21047

Re: [GSoC 2015] Idea discussion thread

I think we should focus on completing the previous gsoc project which are greatly beneficial but still not ready for production.. otherwise what we have here are many excellent gsoc projects around, but unusable. No offense - they are all very good: projects, contributors and mentors, but finishing ...
by syedhs
Tue Feb 17, 2015 4:16 am
Forum: Lounge / Off-topic
Topic: C4 drops support for linux
Replies: 20
Views: 2875

Re: C4 drops support for linux

I believe his reply on supporting linux is the code will be there (as opposed to original plan of stripping linux specific code from c4), but there will be other users who will patch it (if necessary) and maintain it. As for linux desktop, I agree it is just not ready for mainstream, or will never r...
by syedhs
Tue Feb 10, 2015 5:07 am
Forum: Google Summer Of Code
Topic: [GSoC 2013 - accepted] DirectX 11,Tessellation Samples
Replies: 116
Views: 53053

Re: [GSoC 2013 - accepted] DirectX 11,Tessellation Samples

Code: Select all

if(mBufferInfoMap.size() > 0 )
A few further nanosecond save :D.. replace the above with

Code: Select all

if(!mBufferInfoMap.empty() )
by syedhs
Fri Feb 06, 2015 7:24 am
Forum: Ogre 2.0+
Topic: Terrain performance of Ogre 2.1 AZDO?
Replies: 42
Views: 4214

Re: terrain performance on ogre 2.0 azdo?

Probably resurrect the old terrain for the mean time? The old terrain is lighter and easier, definitely better for mobile platform.
by syedhs
Wed Jan 21, 2015 7:10 am
Forum: Showcase
Topic: Void Destroyer - Official Launch on Steam
Replies: 5
Views: 1330

Re: Void Destroyer - Official Launch on Steam

Looks very polished! Ops.. I almost forget..I have one license which I bought at kickstarter.. :)
by syedhs
Wed Jan 07, 2015 7:53 am
Forum: Lounge / Off-topic
Topic: SLI or 1 High end Card
Replies: 14
Views: 2964

Re: SLI or 1 High end Card

And also check if the games is cpu-bounded or gpu-bounded.. so if the games is cpu-bounded, the fps may stay the same no matter how fast the card you are throwing into your rig :mrgreen:
by syedhs
Wed Dec 31, 2014 1:08 am
Forum: Help
Topic: Lights Disappearing
Replies: 8
Views: 721

Re: Lights Disappearing

When the light doesn't move nor rotate, and the only changing factor is camera orientation and there, the object is lit and unlit again.. something is definitely not right. Another contributing factor to peculiar behavor is the number of light affecting a movable object - you will have to limit it t...
by syedhs
Tue Dec 30, 2014 8:44 am
Forum: Help
Topic: stuttering problem
Replies: 16
Views: 2262

Re: stuttering problem

Yes of course when staticgeometry is divided into regions, it caused stutter because Ogre tries to build a second set of staticgeometry (second bucket I think). One solution is to set the region radius so that Ogre in the end, just generate one bucket. Or trim down those entities' triangles to a low...
by syedhs
Tue Dec 30, 2014 8:41 am
Forum: Help
Topic: Lights Disappearing
Replies: 8
Views: 721

Re: Lights Disappearing

Yes I know about attenuation..but it seems not right when you can see the objects around being lit, and you rotate the camera a little.. suddenly those objects are dark again.
by syedhs
Mon Dec 29, 2014 9:44 pm
Forum: Help
Topic: Lights Disappearing
Replies: 8
Views: 721

Re: Lights Disappearing

I also faced the same problem for quite some time, before I realize that this is probably Ogre's bug of culling spotlight (you did use spolight, didn't you?) - it seems that as soon as camera didn't see the light origin, it assumed the light then is out of camera altogether and hide it (that is why ...
by syedhs
Sat Dec 06, 2014 5:29 am
Forum: Help
Topic: stuttering problem
Replies: 16
Views: 2262

Re: stuttering problem

What is the texture dimension?
by syedhs
Fri Nov 28, 2014 1:21 pm
Forum: Help
Topic: Static freeimage library produces huge binary
Replies: 11
Views: 1348

Re: Static freeimage library produces huge binary

Fortunately, for FreeImage case - it is easy to remove which file format is not needed. You just need to edit probably one source and the project file (cant remember the exact modifications needed). If you only a jpeg/png and nothing else, you can get more than 1MB file size reduction (I have tested...
by syedhs
Fri Nov 28, 2014 9:16 am
Forum: Help
Topic: Static freeimage library produces huge binary
Replies: 11
Views: 1348

Re: Static freeimage library produces huge binary

The linker will not remove code which resembles something like this:- if it is png then doPngOpen else if it is bmp then doBmpOpen Because there is no dead-code elimination - the fact that the exe only use Png is only known during runtime. And if I am not mistaken, FreeImage is similar to this - so ...
by syedhs
Tue Nov 18, 2014 6:01 am
Forum: General Discussion
Topic: Visual Studio new versions and .Net open sourced
Replies: 40
Views: 5440

Re: Visual Studio new versions and .Net open sourced

Anyone has profiled Ogre performance between say Vc2005/2008 vs vc2013? Or any articles which stated the general code optimization (mainly for speed) in vc2013? I've witnessed a performance increase when using VS2013 regarding legacy animation code. Looks VS2013 is better at optimizing the old anim...
by syedhs
Tue Nov 18, 2014 5:58 am
Forum: Lounge / Off-topic
Topic: What happend with Ogre?
Replies: 214
Views: 60659

Re: What happend with Ogre?

Yeah I kinda agree the quietness is due to UE4 and Unity, therefore many 'newbies' who actually questioned a lot, flock to those two engines development forums instead. For Ogre, there is still niche in the game/vr/simulator industries even when Unity is introduced because Unity doesn't have afforda...
by syedhs
Sun Nov 16, 2014 12:37 pm
Forum: General Discussion
Topic: Visual Studio new versions and .Net open sourced
Replies: 40
Views: 5440

Re: Visual Studio new versions and .Net open sourced

Nice, thank you Kojack! :D
by syedhs
Sun Nov 16, 2014 6:57 am
Forum: General Discussion
Topic: Visual Studio new versions and .Net open sourced
Replies: 40
Views: 5440

Re: Visual Studio new versions and .Net open sourced

Anyone has profiled Ogre performance between say Vc2005/2008 vs vc2013? Or any articles which stated the general code optimization (mainly for speed) in vc2013?
by syedhs
Thu Nov 13, 2014 8:57 am
Forum: General Discussion
Topic: Visual Studio new versions and .Net open sourced
Replies: 40
Views: 5440

Re: Visual Studio new versions andf .Net open sourced

It is great news..and it fits my situation... small company with less than 5 programmers. I have been pondering for months to upgrade to latest VS, and this couldn't be better news. :D
by syedhs
Wed Nov 12, 2014 9:16 am
Forum: Help
Topic: Certain render queue group of entities in viewport
Replies: 1
Views: 596

Certain render queue group of entities in viewport

Hi,

As the subject says, I need to display only certain entities with range of renderqueue group in a viewport, say from RENDER_QUEUE_MAIN -> RENDER_QUEUE_OVERLAY-1. How do I accomplish that?

Thanks.
by syedhs
Sun Nov 09, 2014 10:22 am
Forum: Help
Topic: [solved] Custom Rendering Loop Error
Replies: 4
Views: 778

Re: Custom Rendering Loop Error

And also this is suspicious:-

Code: Select all

bool Window::isClosed() const {
   return w ? w->isClosed() : false;
};
Shouldn't it return true if w == 0?
by syedhs
Mon Nov 03, 2014 7:58 am
Forum: Help
Topic: Several cameras
Replies: 17
Views: 2691

Re: Several cameras

The easiest way that I can think to achieve the effect in the first post is using material scheme. Different viewport, different scheme.. different scheme, different technique, ultimately rendered differently on different viewport. :mrgreen:
by syedhs
Tue Oct 28, 2014 1:47 pm
Forum: Help
Topic: Static geometry culling
Replies: 6
Views: 723

Re: Static geometry culling

I mean i try to use Ogre::Renderable::Visitor interface like a solution for cutting off static geometry (to avoid bug with setRenderingDistance). http://www.ogre3d.org/docs/api/1.9/class_ogre_1_1_renderable_1_1_visitor.html Maybe I just dont get it.. but the patch above fix the bug so there is no n...
by syedhs
Tue Oct 28, 2014 12:15 pm
Forum: Help
Topic: Static geometry culling
Replies: 6
Views: 723

Re: Static geometry culling

What do you mean doesn't work? In the first post, you mention setRenderingDistance doesn't work on StatisGeometry (which is a bug), and the code patch fix the exact bug.
by syedhs
Tue Oct 28, 2014 7:59 am
Forum: Help
Topic: Static geometry culling
Replies: 6
Views: 723

Re: Static geometry culling

StaticGeometry starts from 1.7 and above, has bug where the modifications for its lod strategy (I believe) has caused setRenderingDistance not to work anymore - and this always turn out a big deal because very far StaticGeometry are always rendered (not respecting setRenderingDistance). But in order...
by syedhs
Sun Oct 19, 2014 1:14 pm
Forum: Help
Topic: Game's Frame Rate Suffers?
Replies: 6
Views: 647

Re: Game's Frame Rate Suffers?

FPS Low: 1) Check the batch count.. if the batch count is high eg > 500, try reducing them. Use StaticGeometry, Johnj's PagedGeometry or Instancing. Also, tell your artist to implement texture atlas. 2) Use profiler.. this way you will know which section of code sucks most of the frame time. Once th...