Ogre Particle Lab

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
akem321
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Ogre Particle Lab

Post by akem321 »

Hey,
I've been working some times on a particle editor, i've called it Ogre Particle Lab, it uses QT for the graphical user interface.
Features:

. All Ogre3D(v 1.6) default particle features availables: attributes, emitters and affectors.
. Reload resources, materials/textures and particle scripts at runtime.
. Pause/resume particles.
. Friendly camera.

EDIT>>
. Camera tab(change background color, texture or FOV).
. Light tab(usefull for shader based particle effects).
. Stereoscopic view parallel, crosseye or Anaglyph (using F1, F2, F3).
EDIT<<

Most of the time parameters are linked to 2 widgets, for example a knob(or slider) and a text input, so if the
first one is too limited in range or if the setup is not appropriate you can still enter the numeric value directly.
I tried to add tooltips almost everywhere(based on the Ogre Manual).

Here are some screens:

Image
Image
Image
Image
Image
Image

I've also uploaded a youtube video(in frenglish): (EDIT: old beta version)


You can download it there.

Hope you like it,
Feedback welcome.
Last edited by akem321 on Fri Sep 09, 2011 11:39 am, edited 5 times in total.
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Re: Ogre Particle Lab

Post by jacmoe »

Wow - that's really impressive!
Lots of thumbs ups from here. :)
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Herb
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Re: Ogre Particle Lab

Post by Herb »

Looks great and very polished. Downloading now to try out. :)
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Re: Ogre Particle Lab

Post by akem321 »

Thanks :)
also, i wanted to mention it's better to have a screen size larger than 1024x768 otherwise you'd have to resize/move windows when starting the editor, the render window can be resized as needed so it should be ok.
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Re: Ogre Particle Lab

Post by altren »

Great! I tried and I love this tool.
So far I found only few things that looks a bit wrong:
- autorotate slider values are too high, it's usually rotating too fast.
- when autoratate enabled and you use left mouse button drag in scene camera jumps back. I guess you should disable left mouse button drag with autorotate enabled.
- some rotating things (for example velocity min/max) have strange limits, for example I use particles that have negative min speed. I know that I can type values manually, but that makes that rotating controller useless.

Anyway, I really like what you done, I hope you won't stop working on this great tool.
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Re: Ogre Particle Lab

Post by metaldev »

wow thank you so much for making this and sharing this with the community! :o
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Re: Ogre Particle Lab

Post by trilobite »

Mais oui. Je l'aime.

This is a very nice custom particle application.
Lots of useful customization features.
Lots of presets.
I like the billboard options.
Very useful randomization feature.
Installed and ran flawlessly, Win 7.
Thank you for making this available to the Ogre community.
Very nice work.
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Re: Ogre Particle Lab

Post by TechnoBulldog »

Not sure if I'll personally use this, but amazing job dude! I tested it a bit on my machine, and it's amazing! I don't think I've seen a tool quite that good before, although, I don't go looking :P

To put it simply, I was staring at it going "Ooh! Pretty colors!"
I'm learning. Breezy <- Collection of game components I'm working on.
Wow this was helpful: Quatnerion and Rotation Primer
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Re: Ogre Particle Lab

Post by zorocke »

Looks very good. Thanks for sharing.
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Re: Ogre Particle Lab

Post by spookyboo »

Looks great.
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Re: Ogre Particle Lab

Post by SunSailor »

Wow, really cool. Finished and working tools for Ogre are always very appreciated, but this one looks really polished. Nice work!
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Re: Ogre Particle Lab

Post by akem321 »

Thanks! Merci! :P

@altren:

-i guess i could lower the max auto rotate speed.
-i noticed that too, yes, i will disable left mouse button.
-about the knobs and sliders values, you are totaly right about the min velocity, for some reason i didn't think about negative min velocity...this is a pretty important one, thanks.

I will check that.

some other widgets are not well calibrated, if you report them i will try to fix them.
--EDIT--
Ok, same for unit vectors, things like directions are sets from 0 to 1 instead of -1 to 1, i remember why i didn't use any negative values in first place, when synchronising widgets, i will check that too.
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Re: Ogre Particle Lab

Post by madmarx »

Sweet!

Ergonomy/layout of controllers must be pretty hard to design when there are so much options.
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
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Re: Ogre Particle Lab

Post by Brutal »

Wow this is really good. I would also like to mention that after watching that video, I really want to learn Frenglish.
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Re: Ogre Particle Lab

Post by akem321 »

Thanks! hehe, i almost never speak english there, but i read/write a lot, i guess my accent must be horrible.

I had a small issue with my website but it should be ok now,
I fixed the left mouse button camera jump in auto-rotate and the rotate speed, there is also the Ogre log file activated.
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Re: Ogre Particle Lab

Post by hAhni »

Looks nice from the video, unfortunately the editor crashes right after starting on my system.
Here is the log:

Code: Select all

23:52:35: Creating resource group General
23:52:35: Creating resource group Internal
23:52:35: Creating resource group Autodetect
23:52:35: SceneManagerFactory for type 'DefaultSceneManager' registered.
23:52:35: Registering ResourceManager for type Material
23:52:35: Registering ResourceManager for type Mesh
23:52:35: Registering ResourceManager for type Skeleton
23:52:35: MovableObjectFactory for type 'ParticleSystem' registered.
23:52:35: OverlayElementFactory for type Panel registered.
23:52:35: OverlayElementFactory for type BorderPanel registered.
23:52:35: OverlayElementFactory for type TextArea registered.
23:52:35: Registering ResourceManager for type Font
23:52:35: ArchiveFactory for archive type FileSystem registered.
23:52:35: ArchiveFactory for archive type Zip registered.
23:52:35: DevIL version: Developer's Image Library (DevIL) 1.7.2
23:52:35: DevIL image formats: bmp dib cut dds gif ico cur jpg jpe jpeg png psd pdd tga vda icb vst exr raw 
23:52:35: DDS codec registering
23:52:35: Registering ResourceManager for type HighLevelGpuProgram
23:52:35: Registering ResourceManager for type Compositor
23:52:35: MovableObjectFactory for type 'Entity' registered.
23:52:35: MovableObjectFactory for type 'Light' registered.
23:52:35: MovableObjectFactory for type 'BillboardSet' registered.
23:52:35: MovableObjectFactory for type 'ManualObject' registered.
23:52:35: MovableObjectFactory for type 'BillboardChain' registered.
23:52:35: MovableObjectFactory for type 'RibbonTrail' registered.
23:52:35: *-*-* OGRE Initialising
23:52:35: *-*-* Version 1.6.4 (Shoggoth)
23:52:35: Loading library libOgreRSGL-164.dll
23:52:36: Installing plugin: GL RenderSystem
23:52:36: OpenGL Rendering Subsystem created.
23:52:39: Plugin successfully installed
23:52:39: Loading library libOgreParticles-164.dll
23:52:40: Installing plugin: ParticleFX
23:52:40: Particle Emitter Type 'Point' registered
23:52:40: Particle Emitter Type 'Box' registered
23:52:40: Particle Emitter Type 'Ellipsoid' registered
23:52:40: Particle Emitter Type 'Cylinder' registered
23:52:40: Particle Emitter Type 'Ring' registered
23:52:40: Particle Emitter Type 'HollowEllipsoid' registered
23:52:40: Particle Affector Type 'LinearForce' registered
23:52:40: Particle Affector Type 'ColourFader' registered
23:52:40: Particle Affector Type 'ColourFader2' registered
23:52:40: Particle Affector Type 'ColourImage' registered
23:52:40: Particle Affector Type 'ColourInterpolator' registered
23:52:40: Particle Affector Type 'Scaler' registered
23:52:40: Particle Affector Type 'Rotator' registered
23:52:40: Particle Affector Type 'DirectionRandomiser' registered
23:52:40: Particle Affector Type 'DeflectorPlane' registered
23:52:40: Plugin successfully installed
23:52:40: CPU Identifier & Features
23:52:40: -------------------------
23:52:40:  *   CPU ID: GenuineIntel: Intel(R) Pentium(R) 4 CPU 1700MHz
23:52:40:  *      SSE: yes
23:52:40:  *     SSE2: yes
23:52:40:  *     SSE3: no
23:52:40:  *      MMX: yes
23:52:40:  *   MMXEXT: yes
23:52:40:  *    3DNOW: no
23:52:40:  * 3DNOWEXT: no
23:52:40:  *     CMOV: yes
23:52:40:  *      TSC: yes
23:52:40:  *      FPU: yes
23:52:40:  *      PRO: no
23:52:40:  *       HT: yes
23:52:40: -------------------------
23:52:40: *** Starting Win32GL Subsystem ***
23:52:40: GLRenderSystem::_createRenderWindow "Ogre3D Render Window", 800x600 windowed  miscParams: 
23:52:40: Created Win32Window 'Ogre3D Render Window' : 800x600, 32bpp
23:52:40: GL_VERSION = 2.1.8545 Release
23:52:40: GL_VENDOR = ATI Technologies Inc.
23:52:40: GL_RENDERER = Radeon  X1300XT/X1600Pro/X1650 Series
23:52:40: GL_EXTENSIONS = GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
23:52:40: Supported WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMDX_gpu_association 
23:52:40: ***************************
23:52:40: *** GL Renderer Started ***
23:52:40: ***************************
23:52:40: Registering ResourceManager for type GpuProgram
23:52:40: GLSL support detected
23:52:40: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
23:52:40: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_A4L4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
23:52:40: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB 
23:52:40: RenderSystem capabilities
23:52:40: -------------------------
23:52:40: RenderSystem Name: OpenGL Rendering Subsystem
23:52:40: GPU Vendor: ati
23:52:40: Device Name: Radeon  X1300XT/X1600Pro/X1650 Series
23:52:40: Driver Version: 2.1.8545.0
23:52:40:  * Fixed function pipeline: yes
23:52:40:  * Hardware generation of mipmaps: yes
23:52:40:  * Texture blending: yes
23:52:40:  * Anisotropic texture filtering: yes
23:52:40:  * Dot product texture operation: yes
23:52:40:  * Cube mapping: yes
23:52:40:  * Hardware stencil buffer: yes
23:52:40:    - Stencil depth: 8
23:52:40:    - Two sided stencil support: yes
23:52:40:    - Wrap stencil values: yes
23:52:40:  * Hardware vertex / index buffers: yes
23:52:40:  * Vertex programs: yes
23:52:40:  * Fragment programs: yes
23:52:40:  * Geometry programs: no
23:52:40:  * Supported Shader Profiles: arbfp1 arbvp1 glsl ps_1_1 ps_1_2 ps_1_3 ps_1_4
23:52:40:  * Texture Compression: yes
23:52:40:    - DXT: yes
23:52:40:    - VTC: no
23:52:40:  * Scissor Rectangle: yes
23:52:40:  * Hardware Occlusion Query: yes
23:52:40:  * User clip planes: yes
23:52:40:  * VET_UBYTE4 vertex element type: yes
23:52:40:  * Infinite far plane projection: yes
23:52:40:  * Hardware render-to-texture: yes
23:52:40:  * Floating point textures: yes
23:52:40:  * Non-power-of-two textures: yes
23:52:40:  * Volume textures: yes
23:52:40:  * Multiple Render Targets: 4
23:52:40:    - With different bit depths: yes
23:52:40:  * Point Sprites: yes
23:52:40:  * Extended point parameters: yes
23:52:40:  * Max Point Size: 8192
23:52:40:  * Vertex texture fetch: no
23:52:40:  * Render to Vertex Buffer : no
23:52:40:  * GL 1.5 without VBO workaround: no
23:52:40:  * Frame Buffer objects: yes
23:52:40:  * Frame Buffer objects (ARB extension): no
23:52:40:  * Frame Buffer objects (ATI extension): no
23:52:40:  * PBuffer suppport: no
23:52:40:  * GL 1.5 without HW-occlusion workaround: no
23:52:40: Registering ResourceManager for type Texture
23:52:40: ResourceBackgroundQueue - threading disabled
23:52:40: Particle Renderer Type 'billboard' registered
23:52:40: Particle Renderer Type 'billboard' registered
23:52:42: OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : Ogre/Compositor/QuadTiling_GLSL_fp Cannot compile GLSL high-level shader : Ogre/Compositor/QuadTiling_GLSL_fp Fragment shader failed to compile with the following errors:
ERROR: 0:13: 'xx' :  field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:15: 'xx' :  field selection requires structure, vector, or matrix on left hand side 
ERROR:  compilation errors.  No code generated.
 in GLSLProgram::loadFromSource at OgreGLSLExtSupport.cpp (line 66)
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Re: Ogre Particle Lab

Post by akem321 »

@hAhni
ha, ATI is complaining about shader syntax, sorry for that, will fix it.

--EDIT--
Ok, it's fixed, should be all fine.
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Re: Ogre Particle Lab

Post by hAhni »

akem321 wrote: --EDIT--
Ok, it's fixed, should be all fine.
Yes, it works now. Thanks!
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Re: Ogre Particle Lab

Post by ekt »

nice. you should marry spookyboo. or viceversa
one killer feature for me would be having the ability to slow down time
or a 'time slider' which allows me to debug the first n seconds
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Re: Ogre Particle Lab

Post by akem321 »

@ekt Thanks, very good idea, it's up.
@spookyboo Sorry i didn't check Particle Universe, i will try it, there was already a lot of features for me with the basic Ogre particles...

I didn't change anything about knobs calibration yet.
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Re: Ogre Particle Lab

Post by akem321 »

Hey,

I recalibrated all knobs and some other widgets, it is possible to set negative/positive velocity for example or
normalized vectors like direction from -1 to 1, same for colors like the colorfaders, lot of fixes,
but there is still the issue with quota...

So this is my beta-2, i think this version should be in a usable state,
but i may have missed bugs or wrongly setup this or that...
just tell me if you find big mistakes.

Thanks!
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Re: Ogre Particle Lab

Post by rogerdv »

Cant download, it starts, but a minute later gets slow and ends with Error 416.
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Re: Ogre Particle Lab

Post by akem321 »

What browser/download method? Maybe you are using a download manager?
You can try to limit it to one connection, clear the cache, and not pausing the download.
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Re: Ogre Particle Lab

Post by altren »

Tried to edit my own particles and encountered several usability problems:
1. To load my own particles I need to copy them, edit and then copy back to see how it looks in app. There's two way to make this better: a) add resources.cfg into your application and load it, and users will be able to add their own paths. b) add "Load resources.cfg" button (I seen that in Ogre Meshy - very handy), that loads and resources.cfg from file system.
2. Camera zoom move camera by adding/subtracting some delta from distance. I have small particles (0.5 x 0.5), so I wasn't able to zoom close enough to see them well. I recommend you to multiply distance by some value (I use 1.2 usually) instead of adding/subtracting, so it will be possible to zoom in as close as user need it, and same for zoom out for very big particle systems.
3. Loading only material with "Particle/" prefix forces me to rename all materials I use and edit all particle systems with those materials. I guess you made that because you don't want to see all materials in that list, but I think it will be easier to see all instead of renaming existing materials.
4. When particle is saved you write 'CR' and then '\n', so on my system (win7) I'm getting 'CR''CR''LF' characters, i.e. two new lines instead of one. Use only std::endl or '\n' and don't add any special characters manually.
5. "Mouse released" is getting lost frequently, so if I press and start dragging scene and then it loose focus scene keep rotating on mouse move, but I already released mouse. Not a big problem, but pretty annoying.

Also, do you have any plans about making this tool open source? I think I can help you with some of this issues.

P.S. Keep up your great work.
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Re: Ogre Particle Lab

Post by akem321 »

@altren Thanks for the feedback!

1. Yes it's not very pratical ATM; i will try to add such option.
2. I'm using OgreCamera::moveRelative() for backward/forward moves;
for editing very small particles i suggest for now to approach with mousewheel, then use keyboard:
Keep CTRL(+ SHIFT for very slow moves) pressed and move with W,S,A,D keys (FPS like) to fine tunning camera view
i just tried and it was ok, i will do something like that about mousewheel moves.
3. Yes, i didn't want to see all materials in the list ...and i don't really like the combo list select btw / i will remove the filter, or an option.
4. I will fix that.
5. I have this issue too sometimes, but not frequently/not sure why...

I don't have plans to open source it, sorry:
-i have a lot of unrelated code with it.
-i have some messy code here and there.

I will try to get the editor to something functional and free for anyone who wants to use it, but that's it,
about open source i would rather join an already exisiting and larger project.
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