SkyX 0.4 [0.4 version released - Over-cloud rendering!]
- Thoran
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
You used stencil shadow. AFAIK SkyX doesn't work in combination with stencil shadows. Had to learn that the hard way.
Thoran
Thoran
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- Gremlin
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
The problem with stencil is that the sky dome mesh does not have edge list build.
I had plan to had this, it's a minor modification, but I do not have the time to do it yet...
I had plan to had this, it's a minor modification, but I do not have the time to do it yet...
- Xavyiy
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
Hi all!
I'm just back from a week party travel after my exams(hell, I needed it!) and now my bateries are full again =)
So, I'll be working on SkyX for the following couple of weeks and I'll post some videos of the thunderstorm system, so... stay tunned!
@drwbns
As Thoran and Nodrev have indicated, SkyX doesn't support stencil shadows because I missed to build the skydome mesh edge list! I'll fix it for the upcoming 0.3 version and, also, I'll fix that "bug" in future Hydrax versions.
P.D.: Btw, it seems I've had some extra luck in my exams since at the end all results are far better from what I've initially expected
I'm just back from a week party travel after my exams(hell, I needed it!) and now my bateries are full again =)
So, I'll be working on SkyX for the following couple of weeks and I'll post some videos of the thunderstorm system, so... stay tunned!
@drwbns
As Thoran and Nodrev have indicated, SkyX doesn't support stencil shadows because I missed to build the skydome mesh edge list! I'll fix it for the upcoming 0.3 version and, also, I'll fix that "bug" in future Hydrax versions.
P.D.: Btw, it seems I've had some extra luck in my exams since at the end all results are far better from what I've initially expected
Creator of SkyX, Hydrax and Paradise Sandbox.
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- Gremlin
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
Ok, great! Ho, and by the way, as you will modify the mesh generator, could you generate it using 16bits indexes, instead of 32, to support small cards (like GMA)? With the number of vertex the skydome requires, SkyX does not need 32bits indexed
- nevarim
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
great work
skyx works well, but one question,where I? can find the dependancies for skyx?
skyx works well, but one question,where I? can find the dependancies for skyx?
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- nevarim
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
forget it, I can not set it ogre_dir ois_dir it in cmake configuration
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- Xavyiy
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
@Nodrev
No problem! I'll modify it to use 16 bits indices! =)
@nevarim
SkyX dependencies are Ogre for SkyX itself and also OIS for the included demos.
No problem! I'll modify it to use 16 bits indices! =)
@nevarim
SkyX dependencies are Ogre for SkyX itself and also OIS for the included demos.
Creator of SkyX, Hydrax and Paradise Sandbox.
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- nevarim
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
fo for depenencies i have to put Ogre dependencies and for ogre die? (i tried ogre_home but i have an error back )
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- Gremlin
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
@nevarim:
Did you use ogre sdk, or source build? Which Ogre version? What is your error?
Because I never use sdk, I do not know if the cmake package I provided works well with it. If you build Ogre manually, then you certainly unpacked and compiled your dependencies in Ogre's source dir. If you had done that, simply create an OGRE_HOME variable pointing to where you "installed" (using 'cmake' sense) ogre. You said you have an error, what it is? how can we help you resolve your problem if we have no informations at all (http://www.ogre3d.org/forums/viewtopic. ... 92#p422699)?
Did you use ogre sdk, or source build? Which Ogre version? What is your error?
Because I never use sdk, I do not know if the cmake package I provided works well with it. If you build Ogre manually, then you certainly unpacked and compiled your dependencies in Ogre's source dir. If you had done that, simply create an OGRE_HOME variable pointing to where you "installed" (using 'cmake' sense) ogre. You said you have an error, what it is? how can we help you resolve your problem if we have no informations at all (http://www.ogre3d.org/forums/viewtopic. ... 92#p422699)?
- nevarim
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
on clean ogre install using source (with boost and dependencies), use cmake for to build ogre and then compiled ogre solution for vs 2010.
then add folder with skyx for cmake and try to compile with settings in image (g:\ogre is ogre_home)
and cmake log is here
then add folder with skyx for cmake and try to compile with settings in image (g:\ogre is ogre_home)
and cmake log is here
Code: Select all
CMake Error at CMake/Utils/SkyXGetVersion.cmake:22 (file):
file Internal CMake error when trying to open file:
G:/ogre/addon/SkyX/SkyX/Include/Prerequisites.h for reading.
Call Stack (most recent call first):
CMakeLists.txt:56 (skyx_get_version)
Configuring SKYX
Search path: G:/ogre/Dependencies;g:/ogre
CMake Warning at CMake/SkyXDependencies.cmake:59 (find_package):
Could not find module FindOGRE.cmake or a configuration file for package
OGRE.
Adjust CMAKE_MODULE_PATH to find FindOGRE.cmake or set OGRE_DIR to the
directory containing a CMake configuration file for OGRE. The file will
have one of the following names:
OGREConfig.cmake
ogre-config.cmake
Call Stack (most recent call first):
CMakeLists.txt:107 (include)
Could NOT find Doxygen (missing: DOXYGEN_EXECUTABLE)
CMake Warning at CMake/SkyXDependencies.cmake:75 (find_package):
Could not find module FindOIS.cmake or a configuration file for package
OIS.
Adjust CMAKE_MODULE_PATH to find FindOIS.cmake or set OIS_DIR to the
directory containing a CMake configuration file for OIS. The file will
have one of the following names:
OISConfig.cmake
ois-config.cmake
Call Stack (most recent call first):
CMakeLists.txt:107 (include)
CMake Error at CMake/Utils/SkyXMacroLogFeature.cmake:95 (MESSAGE):
-----------------------------------------------------------------------------
-- The following REQUIRED packages could NOT be located on your system.
-- Please install them before continuing this software installation.
-- If you are in Windows, try passing -DSKYX_DEPENDENCIES_DIR=<path to
dependencies>
-----------------------------------------------------------------------------
+ boost: Boost (general) <http://boost.org>
+ OGRE: 3D library needed for the OgreGraphics plugin <http://>
+ OIS: Input library needed for the OISInput plugin
<http://sourceforge.net/projects/wgois>
-----------------------------------------------------------------------------
Call Stack (most recent call first):
CMake/SkyXDependencies.cmake:83 (MACRO_DISPLAY_FEATURE_LOG)
CMakeLists.txt:107 (include)
Configuring incomplete, errors occurred!
i'm a noob until proven otherwise
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- Gremlin
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
Ho my god!
As I can see, you try to build skyx in the same dir as the sources, I never tested that, furthemore, it's not the clean way to use cmake! And I suppose that you had done the same thing with ogre build: you build ogre in the same directory as the sources (and I suppose that you have not generated the "INSTALL" build neither)! That's not the usual way to do with cmake!!! No offense, but showcase forum is not a place to explain how to compile Ogre (and I assure you, the best for you is to read the build instruction on the wiki again, and to understand how cmake works, this is a very powerfull and useful tool, but as everything in computing, it's not magical). So my advice is to recompile Ogre 'the good way', everything is on the readme file provided with ogre, and there's the wiki too. Once you had done that, maybe we can start to do something.
Understand me, I don't want to aggress you , nor avoid to give a solution to your problem, but I think that you should take the time to get back to basic concerning Ogre compilation, everybody need to go back to basics from time to time, including me.
As I can see, you try to build skyx in the same dir as the sources, I never tested that, furthemore, it's not the clean way to use cmake! And I suppose that you had done the same thing with ogre build: you build ogre in the same directory as the sources (and I suppose that you have not generated the "INSTALL" build neither)! That's not the usual way to do with cmake!!! No offense, but showcase forum is not a place to explain how to compile Ogre (and I assure you, the best for you is to read the build instruction on the wiki again, and to understand how cmake works, this is a very powerfull and useful tool, but as everything in computing, it's not magical). So my advice is to recompile Ogre 'the good way', everything is on the readme file provided with ogre, and there's the wiki too. Once you had done that, maybe we can start to do something.
Understand me, I don't want to aggress you , nor avoid to give a solution to your problem, but I think that you should take the time to get back to basic concerning Ogre compilation, everybody need to go back to basics from time to time, including me.
- nevarim
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
ok i read again cmake for ogre install, but compile ogre with cmake (using OGRE_HOME as target destination) I have never had problems.
same for mygui :S
same for mygui :S
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- nevarim
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
here there are instructions for ti use skyx with cmake by nodrev
Ok, for a regular cmake directory layout, I do something like this:Code: Select all
- C:\ + Libraries + Ogre + Sources + Ogre1.8SVN + All ogre's source directories + Dependencies (extrated and compiled here) + Builds + sdk + SkyX + Source + Skyx (unzip xavyy's sources here) + Builds + Sdk
First, you have to unzip dependencies in ogre source directory, and build them (i'm pretty sure that you already done that).
For Ogre, launch cmake, in "where is the source code" put "C:\Libraries\Ogre\Sources\Ogre1.8SVN", and in "where to build binaries" put "C:\Libraries\Ogre\builds". This way, Ogre sources will stay "untouched".
Hit "configure", and, it's not mandatory but I recommend to do it anyway, change "cmake_install_prefix" to "C:\Libraries\Ogre\sdk", I found this useful to generate sdk from sources in a third directory, but it's my opinion
Then hit "configure" a second time, and then "generate".
Build all, and last but not least, right click on "INSTALL" project in visual studio, and select "Generate". This will copy all compiled stuff to the sdk directory we defined just above.
Then, define a "OGRE_HOME" environment variable, and set his value to "C:\Libraries\Ogre\sdk".
Once you had done that, launching cmake to compile skyx should be a piece of cake
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- Greenskin
- Posts: 131
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
Hi Xavyiy, great library .
I found a problem where the sky goes black when rendering an rtt from a different scene manager and displaying that target in the render window used by SkyX. I managed to fix it like this:
I found a problem where the sky goes black when rendering an rtt from a different scene manager and displaying that target in the render window used by SkyX. I managed to fix it like this:
Code: Select all
void SkyX::preViewportUpdate(const Ogre::RenderTargetViewportEvent& evt)
{
Ogre::Camera* camera = evt.source->getCamera();
if (camera->getSceneManager() == getSceneManager()) // ADDED THIS CHECK
notifyCameraRender(camera);
}
-
- Goblin
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
Hello !
I made a patch for 16bits vertex indexes
this will make skyX works on Intel GMA ^^ (I hope)
I made a patch for 16bits vertex indexes
this will make skyX works on Intel GMA ^^ (I hope)
Code: Select all
===================================================================
--- v0-2-0/SkyX/Source/MeshManager.cpp (revision 4089)
+++ v0-2-0/SkyX/Source/MeshManager.cpp (working copy)
@@ -242,79 +242,125 @@
offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2);
vdecl->addElement(0, offset, Ogre::VET_FLOAT1, Ogre::VES_TEXTURE_COORDINATES, 2);
- mVertexBuffer = Ogre::HardwareBufferManager::getSingleton().
- createVertexBuffer(sizeof(VERTEX),
- numVertices,
- Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY);
+ bool use32bitIndexes = (numVertices > 65535) ? true : false;
+
+ mVertexBuffer = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(sizeof(VERTEX), numVertices, Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY);
vbind->setBinding(0, mVertexBuffer);
- unsigned int *indexbuffer = new unsigned int[numEle];
- for (int k = 0; k < mSteps; k++)
- {
- indexbuffer[k*3] = 0;
- indexbuffer[k*3+1] = k+1;
+ // Set index buffer for this submesh
+ mSubMesh->indexData->indexCount = numEle;
+ mSubMesh->indexData->indexStart = 0;
- if (k != mSteps-1)
- {
- indexbuffer[k*3+2] = k+2;
- }
- else
- {
- indexbuffer[k*3+2] = 1;
- }
- }
+ // Prepare buffer for indices
+ mSubMesh->indexData->indexBuffer =
+ Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(
+ use32bitIndexes ? Ogre::HardwareIndexBuffer::IT_32BIT : Ogre::HardwareIndexBuffer::IT_16BIT,
+ numEle,
+ Ogre::HardwareBuffer::HBU_STATIC, true);
- for(int y=0; y<mCircles-1; y++)
- {
- for(int x=0; x<mSteps; x++)
- {
- unsigned int *twoface = indexbuffer + (y*mSteps+x)*6 + 3 * mSteps;
+ if (use32bitIndexes)
+ {
+ Ogre::uint32* pIdx = static_cast<Ogre::uint32*>(mSubMesh->indexData->indexBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD));
- int p0 = 1+y * mSteps + x ;
- int p1 = 1+y * mSteps + x + 1 ;
- int p2 = 1+(y+1)* mSteps + x ;
- int p3 = 1+(y+1)* mSteps + x + 1 ;
+ for (int k = 0; k < mSteps; k++)
+ {
+ pIdx[k*3] = 0;
+ pIdx[k*3+1] = k+1;
- if (x == mSteps-1)
- {
- p1 -= x+1;
- p3 -= x+1;
- }
+ if (k != mSteps-1)
+ {
+ pIdx[k*3+2] = k+2;
+ }
+ else
+ {
+ pIdx[k*3+2] = 1;
+ }
+ }
- // First triangle
- twoface[2]=p0;
- twoface[1]=p1;
- twoface[0]=p2;
+ for(int y=0; y<mCircles-1; y++)
+ {
+ for(int x=0; x<mSteps; x++)
+ {
+ Ogre::uint32* twoface = pIdx + (y*mSteps+x)*6 + 3 * mSteps;
- // Second triangle
- twoface[5]=p1;
- twoface[4]=p3;
- twoface[3]=p2;
- }
+ int p0 = 1+y * mSteps + x ;
+ int p1 = 1+y * mSteps + x + 1 ;
+ int p2 = 1+(y+1)* mSteps + x ;
+ int p3 = 1+(y+1)* mSteps + x + 1 ;
+
+ if (x == mSteps-1)
+ {
+ p1 -= x+1;
+ p3 -= x+1;
+ }
+
+ // First triangle
+ twoface[2]=p0;
+ twoface[1]=p1;
+ twoface[0]=p2;
+
+ // Second triangle
+ twoface[5]=p1;
+ twoface[4]=p3;
+ twoface[3]=p2;
+ }
}
- // Prepare buffer for indices
- mIndexBuffer =
- Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(
- Ogre::HardwareIndexBuffer::IT_32BIT,
- numEle,
- Ogre::HardwareBuffer::HBU_STATIC, true);
+ mSubMesh->indexData->indexBuffer->unlock();
+ }
+ else
+ {
+ Ogre::uint16* pIdx = static_cast<Ogre::uint16*>(mSubMesh->indexData->indexBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD));
- mIndexBuffer->
- writeData(0,
- mIndexBuffer->getSizeInBytes(),
- indexbuffer,
- true);
+ for (int k = 0; k < mSteps; k++)
+ {
+ pIdx[k*3] = 0;
+ pIdx[k*3+1] = k+1;
- delete []indexbuffer;
+ if (k != mSteps-1)
+ {
+ pIdx[k*3+2] = k+2;
+ }
+ else
+ {
+ pIdx[k*3+2] = 1;
+ }
+ }
- // Set index buffer for this submesh
- mSubMesh->indexData->indexBuffer = mIndexBuffer;
- mSubMesh->indexData->indexStart = 0;
- mSubMesh->indexData->indexCount = numEle;
+ for(int y=0; y<mCircles-1; y++)
+ {
+ for(int x=0; x<mSteps; x++)
+ {
+ Ogre::uint16* twoface = pIdx + (y*mSteps+x)*6 + 3 * mSteps;
+ int p0 = 1+y * mSteps + x ;
+ int p1 = 1+y * mSteps + x + 1 ;
+ int p2 = 1+(y+1)* mSteps + x ;
+ int p3 = 1+(y+1)* mSteps + x + 1 ;
+
+ if (x == mSteps-1)
+ {
+ p1 -= x+1;
+ p3 -= x+1;
+ }
+
+ // First triangle
+ twoface[2]=p0;
+ twoface[1]=p1;
+ twoface[0]=p2;
+
+ // Second triangle
+ twoface[5]=p1;
+ twoface[4]=p3;
+ twoface[3]=p2;
+ }
+ }
+
+ mSubMesh->indexData->indexBuffer->unlock();
+ }
+
// Create our internal buffer for manipulations
mVertices = new VERTEX[1+mSteps * mCircles];
}
Index: v0-2-0/SkyX/Source/VClouds/GeometryBlock.cpp
===================================================================
--- v0-2-0/SkyX/Source/VClouds/GeometryBlock.cpp (revision 4089)
+++ v0-2-0/SkyX/Source/VClouds/GeometryBlock.cpp (working copy)
@@ -168,7 +168,7 @@
vbind->setBinding(0, mVertexBuffer);
- unsigned int *indexbuffer = new unsigned int[mNumberOfTriangles*3];
+ Ogre::uint16 *indexbuffer = new Ogre::uint16[mNumberOfTriangles*3];
int IndexOffset = 0;
int VertexOffset = 0;
@@ -252,7 +252,7 @@
// Prepare buffer for indices
mIndexBuffer =
Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(
- Ogre::HardwareIndexBuffer::IT_32BIT,
+ Ogre::HardwareIndexBuffer::IT_16BIT,
mNumberOfTriangles*3,
Ogre::HardwareBuffer::HBU_STATIC, true);
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- Xavyiy
- OGRE Expert User
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- x 87
Re: SkyX 0.2 [SkyX 0.2.1 released!]
Hi all!
@foxbat
Hehe, yes... this is an edge case use. In theory you must only notify SkyX's SceneManager rtts events, but since you're using different SceneManagers viewports in your render window they both are notifying SkyX.
IMO, currently the smart solution is to handle it by yourselft: create your own listener and making the scenemanager filtering before manually invoking mSkyX::notifyCameraRender(...) in these listener.
But the correct solution is by using viewport listeners, which is a new Ogre 1.8 feature but because of that I'll have wait some months before including it in SkyX.
arkeon
Hi!
Maybe you're interested in my 16bit indices version, which also takes account the VCloud geometry and builds the edge list for all SkyX meshes. (Which means that you'll be able to use stencil shadows. Anyway I haven't checked it in a real application so I guess the material scripts will need some little shadow-related modifications)
Link: http://modclub.rigsofrods.com/xavi/SkyX ... ndices.rar (Compatible with SkyX 0.2.1)
------------------------
Btw, I've been very busy this last week and I haven't had too much time for coding or even reply emails. Hope the next week is going to be less stressful! hehe
I'll keep you informed!
Xavier
@foxbat
Hehe, yes... this is an edge case use. In theory you must only notify SkyX's SceneManager rtts events, but since you're using different SceneManagers viewports in your render window they both are notifying SkyX.
IMO, currently the smart solution is to handle it by yourselft: create your own listener and making the scenemanager filtering before manually invoking mSkyX::notifyCameraRender(...) in these listener.
But the correct solution is by using viewport listeners, which is a new Ogre 1.8 feature but because of that I'll have wait some months before including it in SkyX.
arkeon
Hi!
Maybe you're interested in my 16bit indices version, which also takes account the VCloud geometry and builds the edge list for all SkyX meshes. (Which means that you'll be able to use stencil shadows. Anyway I haven't checked it in a real application so I guess the material scripts will need some little shadow-related modifications)
Link: http://modclub.rigsofrods.com/xavi/SkyX ... ndices.rar (Compatible with SkyX 0.2.1)
------------------------
Btw, I've been very busy this last week and I haven't had too much time for coding or even reply emails. Hope the next week is going to be less stressful! hehe
I'll keep you informed!
Xavier
Creator of SkyX, Hydrax and Paradise Sandbox.
Looking for Ogre3D consulting services?
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
do you mean preViewportUpdate / postViewportUpdate ? they've been here since at least ogre 1.7.Xavyiy wrote: But the correct solution is by using viewport listeners, which is a new Ogre 1.8 feature but because of that I'll have wait some months before including it in SkyX.
- Xavyiy
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Re: SkyX 0.2 [SkyX 0.2.1 released!]
@scrawl
No, I was talking about Ogre::Viewport::Listener, which by error I believed it implemented the pre/postViewportUpdate(...) events (for a single viewport, not for all render target viewports like Ogre::RenderTarget::Listener does). But after quickly taking a look to the 1.8 OgreViewport.h source file I discover that it doesn't implement these pre/post viewport update as I thought.
Xavier
No, I was talking about Ogre::Viewport::Listener, which by error I believed it implemented the pre/postViewportUpdate(...) events (for a single viewport, not for all render target viewports like Ogre::RenderTarget::Listener does). But after quickly taking a look to the 1.8 OgreViewport.h source file I discover that it doesn't implement these pre/post viewport update as I thought.
Xavier
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- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: SkyX 0.2 [SkyX 0.2.1 released!]
Hello in my changes for 16bits indices you don't have to make a special version, this manage 32 bits indices too if needed
However this works well on intel GMA but the VCloud material still bad
However this works well on intel GMA but the VCloud material still bad
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
- Xavyiy
- OGRE Expert User
- Posts: 847
- Joined: Tue Apr 12, 2005 2:35 pm
- Location: Albacete - Spain
- x 87
Re: SkyX 0.2 [SkyX 0.2.1 released!]
Hi all!
For the last couple of days, I've been working on SkyX 0.3 and... here is the first preview of the SkyX 0.3 thunderstorm system!
[youtube]T1DShKkWm_A[/youtube]
As you can see, I've still a lot of work to do, but IMO it was starting to look cool enough for sharing it with you! hehe
If all goes as expected, I'll be releasing it in less than two weeks!
-------------------
@arkeon
Yes, your're right. But I've been doing some quickly calcs and the fact is that 16bits indices are largely enough for what SkyX needs so... there isn't a real need for the 32bits version.
Xavier
For the last couple of days, I've been working on SkyX 0.3 and... here is the first preview of the SkyX 0.3 thunderstorm system!
[youtube]T1DShKkWm_A[/youtube]
As you can see, I've still a lot of work to do, but IMO it was starting to look cool enough for sharing it with you! hehe
If all goes as expected, I'll be releasing it in less than two weeks!
-------------------
@arkeon
Yes, your're right. But I've been doing some quickly calcs and the fact is that 16bits indices are largely enough for what SkyX needs so... there isn't a real need for the 32bits version.
Xavier
Creator of SkyX, Hydrax and Paradise Sandbox.
Looking for Ogre3D consulting services?
Follow me: @Xavyiy
Looking for Ogre3D consulting services?
Follow me: @Xavyiy
- duststorm
- Minaton
- Posts: 921
- Joined: Sat Jul 31, 2010 6:29 pm
- Location: Belgium
- x 80
- Contact:
Re: SkyX 0.2 [+ SkyX 0.3 Thunderstorm system preview!]
I am stunned
It's amazing what you've accomplished so far. Your work is a really valuable for the Ogre community.
Does your water system already support big waves like in a storm?
Now I really want to do that pirate ship battle on a stormy sea demo scene for Ogre
It's amazing what you've accomplished so far. Your work is a really valuable for the Ogre community.
Does your water system already support big waves like in a storm?
Now I really want to do that pirate ship battle on a stormy sea demo scene for Ogre
Developer @ MakeHuman.org
-
- Gnoblar
- Posts: 18
- Joined: Tue Jun 29, 2010 4:28 pm
- x 5
Re: SkyX 0.2 [+ SkyX 0.3 Thunderstorm system preview!]
Just wow.....
Can't wait to play with it!
Can't wait to play with it!
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- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: SkyX 0.2 [+ SkyX 0.3 Thunderstorm system preview!]
Yeah great !
About stencil shadows, it seems that building the edge list on the meshs after enabling the stencil shadows still not work, enabling the stencil shadow after creating the sky is working.
Any idea ? since we are making making a scene editor, we need to be able to enable stencil before and after the sky creation.
About stencil shadows, it seems that building the edge list on the meshs after enabling the stencil shadows still not work, enabling the stencil shadow after creating the sky is working.
Any idea ? since we are making making a scene editor, we need to be able to enable stencil before and after the sky creation.
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
- Xavyiy
- OGRE Expert User
- Posts: 847
- Joined: Tue Apr 12, 2005 2:35 pm
- Location: Albacete - Spain
- x 87
Re: SkyX 0.2 [+ SkyX 0.3 Thunderstorm system preview!]
@duststorm @maylivios
Thanks for the kind words!
Yes duststorm, Hydrax can produce stormy oceans, check the Hydrax editor and open the "Bigwaves.hdx" (or a similar name)
@arkeon
I'll work on stencil shadows support when I'll be updating the demos before releasing SkyX 0.3 =)
-------------------
Here is another video, with new cloud-to-cloud lightnings and also a new ilumination technique which prevents colour saturation due to lightnings on lightful scenes:
[youtube]sLX4Rit8-ug[/youtube]
Hope you like it!
Xavier
Thanks for the kind words!
Yes duststorm, Hydrax can produce stormy oceans, check the Hydrax editor and open the "Bigwaves.hdx" (or a similar name)
@arkeon
I'll work on stencil shadows support when I'll be updating the demos before releasing SkyX 0.3 =)
-------------------
Here is another video, with new cloud-to-cloud lightnings and also a new ilumination technique which prevents colour saturation due to lightnings on lightful scenes:
[youtube]sLX4Rit8-ug[/youtube]
Hope you like it!
Xavier
Creator of SkyX, Hydrax and Paradise Sandbox.
Looking for Ogre3D consulting services?
Follow me: @Xavyiy
Looking for Ogre3D consulting services?
Follow me: @Xavyiy
- spacegaier
- OGRE Team Member
- Posts: 4304
- Joined: Mon Feb 04, 2008 2:02 pm
- Location: Germany
- x 135
- Contact:
Re: SkyX 0.2 [+ Thunderstorm system preview! (2 new videos)]
Wow, just wow !
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