No problem, I'm a sort of tester!Mikachu wrote:Oops, you're right!
I didn't see that... and the compiler didn't tell me it's weird (returning a private type from a public method)

No problem, I'm a sort of tester!Mikachu wrote:Oops, you're right!
I didn't see that... and the compiler didn't tell me it's weird (returning a private type from a public method)
Code: Select all
12:40:17: Can't assign material to SubEntity of Ogre/MO3 because this Material does not exist. Have you forgotten to define it in a .material script?
Feel free to contributejokoon wrote:I wonder if I could be any help, I'm not the best coder out there, but I have time and this really is a feature I'm looking towards to.
I knew it existed, but never tried it...jokoon wrote:Found this, how good do you think it is ?
viewtopic.php?f=11&t=48028
Yeah, that's the method I used for 2D CSG, and that I intended to use for 3D CSG too (seg-seg instead of tri-tri intersections, but it's the same idea..)zarfius wrote:It does take a long time and a lot of careful testing. The basic idea to to cut each polygon by the "planes" of any intersecting polygons and then remove any polygons on the inside of the solid shape.
Even if 2D CSG is probably easier, it was still a big pain to test every possible case, so I guess you're rightzarfius wrote:It does take a long time and a lot of careful testing.
What is the difference between 2D CSG and 3D CSG ? I understand 3D CSG is the one describe on the wikipedia page, but in this case what does 2D CSG look like, can you give me an example ?Mikachu wrote:Yeah, that's the method I used for 2D CSG, and that I intended to use for 3D CSG too (seg-seg instead of tri-tri intersections, but it's the same idea..)zarfius wrote:It does take a long time and a lot of careful testing. The basic idea to to cut each polygon by the "planes" of any intersecting polygons and then remove any polygons on the inside of the solid shape.
So I'm not the only one to have had this idea
Even if 2D CSG is probably easier, it was still a big pain to test every possible case, so I guess you're rightzarfius wrote:It does take a long time and a lot of careful testing.
Here it is...jokoon wrote:What is the difference between 2D CSG and 3D CSG ? I understand 3D CSG is the one describe on the wikipedia page, but in this case what does 2D CSG look like, can you give me an example ?
jokoon wrote:discovering the manual... for the first time
thanks !
Thanksduststorm wrote:Indeed, I also discovered the manual thanks to that link.
I must say, great job! You don't see that many projects this small and young that have good documentation.
Often one can be glad if there is a good API documentation, you guys already have a manual.
That is quite easy, actually (I assume you mean packing as in static geometry, not 3D CSG...)jokoon wrote:Is there already some function to attach pieces of geometry, or is it a function I should do myself ?
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int CubicHermiteSpline2::loadFromSVG(Ogre::String filename, Ogre::String shapeName, bool moveToCenter, Ogre::String group)
That's a good part for adding to the manualMikachu wrote:That is quite easy, actually (I assume you mean packing as in static geometry, not 3D CSG...)
Instead of calling realizeMesh() from one generator, you can call addToTriangleBuffer() for each generator.
Then, when your TriangleBuffer is ready, transformToMesh() will create an Ogre Mesh
Looks like adding documentation to a project is a never ending taskduststorm wrote:That's a good part for adding to the manual
By wrapper, do you mean a C wrapper (to make dll with standard ABI) ? I may consider it later... (though if you need it soon, you may as well wrap the calls by yourself, it shouldn't be too hard)Mawen wrote:Any word on a possible C# (Mogre) port/wrapper?
Oh yes please ! If you don't have much time, write about most important classes, or maybe add some comments there and there...Mikachu wrote: Looks like adding documentation to a project is a never ending task![]()
I'll write an introduction to these classes (TriangleBuffer, MeshGenerator...)