SkyX 0.4 [0.4 version released - Over-cloud rendering!]

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!
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Thoran
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Thoran » Thu Jan 26, 2012 11:44 am

You used stencil shadow. AFAIK SkyX doesn't work in combination with stencil shadows. Had to learn that the hard way.

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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Nodrev » Fri Jan 27, 2012 9:27 am

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...
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Xavyiy » Mon Jan 30, 2012 7:57 pm

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 :)
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Nodrev » Mon Jan 30, 2012 8:45 pm

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 :)
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by nevarim » Tue Jan 31, 2012 2:40 pm

great work :D

skyx works well, but one question,where I? can find the dependancies for skyx?
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by nevarim » Tue Jan 31, 2012 2:59 pm

forget it, I can not set it ogre_dir ois_dir it in cmake configuration
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Xavyiy » Tue Jan 31, 2012 5:50 pm

@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.
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by nevarim » Tue Jan 31, 2012 10:16 pm

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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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Nodrev » Tue Jan 31, 2012 10:43 pm

@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)?
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by nevarim » Tue Jan 31, 2012 11:01 pm

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

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!
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Nodrev » Tue Jan 31, 2012 11:17 pm

Ho my god! :shock:
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.
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by nevarim » Wed Feb 01, 2012 10:04 am

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
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by nevarim » Thu Feb 02, 2012 9:14 pm

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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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by foxbat » Wed Feb 08, 2012 12:35 pm

Hi Xavyiy, great library :D .

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);
	}
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by arkeon » Thu Feb 09, 2012 5:25 pm

Hello !

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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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Xavyiy » Sat Feb 11, 2012 12:20 pm

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
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by scrawl » Sat Feb 11, 2012 2:12 pm

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.
do you mean preViewportUpdate / postViewportUpdate ? they've been here since at least ogre 1.7.
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Xavyiy » Sat Feb 11, 2012 2:28 pm

@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.

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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by arkeon » Sat Feb 11, 2012 6:55 pm

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
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Re: SkyX 0.2 [SkyX 0.2.1 released!]

Post by Xavyiy » Thu Feb 16, 2012 12:38 am

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
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Re: SkyX 0.2 [+ SkyX 0.3 Thunderstorm system preview!]

Post by duststorm » Thu Feb 16, 2012 9:58 am

I am stunned :o
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 ;)
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Re: SkyX 0.2 [+ SkyX 0.3 Thunderstorm system preview!]

Post by maylivios » Thu Feb 16, 2012 7:38 pm

Just wow.....

Can't wait to play with it!
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Re: SkyX 0.2 [+ SkyX 0.3 Thunderstorm system preview!]

Post by arkeon » Thu Feb 16, 2012 7:44 pm

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.
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Re: SkyX 0.2 [+ SkyX 0.3 Thunderstorm system preview!]

Post by Xavyiy » Fri Feb 17, 2012 12:02 am

@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
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Re: SkyX 0.2 [+ Thunderstorm system preview! (2 new videos)]

Post by spacegaier » Fri Feb 17, 2012 11:49 am

Wow, just wow :) !
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