Re: Ogre WIP and random screenshot thread (for everyone!)
Posted: Fri Jul 03, 2015 2:39 pm
It is not far off;dark_sylinc wrote:Just me playing around with the new HDR filter that will soon be part of Ogre 2.1 (WIP pics)
Support and community hang-out spot for Ogre3D
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It is not far off;dark_sylinc wrote:Just me playing around with the new HDR filter that will soon be part of Ogre 2.1 (WIP pics)
Damn that looks nice.Crystal Hammer wrote:Made a 2nd gallery with updated repo version having presets. And just some tweaks for colors.
http://imgur.com/a/kPXtO#0
Bloom is great. I'm using defines for NUM_SAMPLES with Horizontal 17 and Vertical 33.
It doesn't look like that will work. I've already got it as hundreds of individual manual objects (it's crashing on manual object 185). It seems the 32MB limit applies to ALL manual objects in the entire scene. It's crashing while trying to map a buffer that's only 2863 vertices in an empty manual object (the call to vaoManager->createVertexBuffer is returning a buffer with an internal buffer start already at 493448 vertices). Looking at the data sent, it's roughly 32MB total spread over 185 different manual objects when the assert hits.al2950 wrote:Oh there is of course a 3rd option, and thats to just split the world into more objects
This isn't about performance. It's about easy rapid prototyping of data. Manual Objects are great for easy testing of data I'm not familiar with.al2950 wrote:I would however highly recommend still you do not use ManualObject as it will not be as fast as creating your own renderable with buffer type BT_IMMUTABLE