[GSoC 2012] Volume Rendering with LOD aimed at terrain

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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by duststorm » Sun Aug 19, 2012 9:02 am

Maybe you could use the transplant plugin. That would allow you to pick the commits that don't include the textures and diff them on top of the latest head of ogre.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by CABAListic » Sun Aug 19, 2012 9:19 am

We definitely don't want to increase the repository size by that amount! That would be like a 100%-200% increase, not worth it. If you can use transplant, great, but Assaf has also forsaken history of the DX11 project for the same reason, so we can live with that.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Sun Aug 19, 2012 9:29 am

Ok, given that the project is quite separated, the "manual transplant" will be easy:
- Add the Volume folder in the components
- Add the Sample Volume Terrain
- Add some media files
- Update a few cmake files
- Done
-> will be done at the latest tomorrow
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Sun Aug 19, 2012 12:43 pm

Btw

Just out of curiosity, How did you notice that the source control expanded that much? is it something you normally check or was it a fluke?

(I don't think I would have though of checking such a thing up till now)
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Sun Aug 19, 2012 3:18 pm

Hi Philip,

As you discussed earlier please make the merge using a secondary fork. When done, before merging to the Ogre Trunk please note this in the forum and wait for a confirmation. Assaf has been having problems with the merges he is doing with his directX 11 GSoC project, And he wants to ensure they don't occur with your project.

If this complicates things for you I can still do the merge instead
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Sun Aug 19, 2012 3:51 pm

Hi,

ok, will do. :)
How I noticed: You find those numbers displayed at https://bitbucket.org/philiplb/ogrevolumeterrain/ and https://bitbucket.org/sinbad/ogre . So basically a fluke. :)
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Sun Aug 19, 2012 4:36 pm

great catch
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Sun Aug 19, 2012 11:22 pm

Tweaking and release preparing.
  • Worked again on the texturing of the skirts. They are much better looking now for an acceptable cost of a tiny bit more loading time.
  • Added the copyright headers to all files and some minor style cleanup.
  • Fixed the never-before-tested CSGCubeSource.
  • Some tweaks and cleanup of the sample VolumeTerrain.
  • Added a CSG sample. The parameters had to be tweaked a bit so there are no holes. This CSG surely isn't made for modelling...
[youtube]eseI2LmXBx0[/youtube]
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mind Calamity » Mon Aug 20, 2012 9:09 am

That's very, very good! I'm glad you finished it :) Great job!
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Mon Aug 20, 2012 12:50 pm

The clean fork with the project being added to it is ready for merging:
https://bitbucket.org/philiplb/ogrevolumeterrain2/
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by drwbns » Mon Aug 20, 2012 6:06 pm

Is this going to be able to easily combime with the new terrain paging improvements?
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Mon Aug 20, 2012 6:09 pm

Without knowing the paging component, I think I can already say: No, this is too different to the terrain paging improvements.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Mon Aug 20, 2012 8:42 pm

Hi philipLB,

I looked over at your new merge fork. It's a good clean job.
I'm just waiting for final confirmation from Assaf Raman (just in case). I already PM'ed him.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Mon Aug 20, 2012 10:28 pm

Cool. :)

After the merge, how do you imagine the user documentation? A new chapter in the manual? Some wiki articles (prefered by me)? More API documentation (Doxygen)?
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Alexiss » Mon Aug 20, 2012 10:32 pm

Wiki is the most user friendly imho
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Tue Aug 21, 2012 8:02 am

agreed.

For pure API documentation Ogre prefers doxygen. Anything on a higher level such as how to user guides should be in Ogre Wiki articles.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Assaf Raman » Tue Aug 21, 2012 1:35 pm

Mattan Furst wrote:Hi philipLB,

I looked over at your new merge fork. It's a good clean job.
I'm just waiting for final confirmation from Assaf Raman (just in case). I already PM'ed him.
I committed the d3d11 code to the trunk, I am not an issue anymore, feel free to commit (as long as it is a good clean commit without the junk...)
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Assaf Raman » Tue Aug 21, 2012 1:40 pm

Also remember - https://twitter.com/wolfmanfx/status/237891326149029888
@AssafRaman i think mattan asked that in the forum and afaik the gsoc project should be merged into 1.9...
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Tue Aug 21, 2012 5:34 pm

@PhilipLB

Just submitted the final GSoC evaluation.

@Assaf

As I've stated before this is a response I got from CABAListic about committing changes
By default, we merge upwards, that means that commits should be done in the lowest applicable branch. Bugfixes go to v1-8, (relatively) stable features to the next major version, i.e. v1-9. Due to our roadmap that exceptionally encompasses two major version, we also have v2-0 for anything targeted at that. default is only to be used for unstable changes (although these may be better to do in a separate repository and merged when somewhat stable).
This GSoC project is a new but stable feature so it should go in v1-9 than merged upwards.

you can view the entire communication in the private forum under http://www.ogre3d.org/forums/viewtopic.php?f=7&t=71367
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Tue Aug 21, 2012 5:39 pm

Evaluation: Thx, yours is submitted, too. :)
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Assaf Raman » Tue Aug 21, 2012 5:41 pm

Well, we can merge from the trunk to 1.9
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Tue Aug 21, 2012 6:29 pm

@Philip
I just spoke to Assaf he meant merge 1.9 to the trunk not trunk to 1.9.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Tue Aug 21, 2012 7:37 pm

So I'll do the fork again and merge this time into default. NP, will be done tonight/tomorrow evening.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by CABAListic » Tue Aug 21, 2012 7:50 pm

No, wait. If you have everything in 1-9, that's exactly where it's meant to be. From there, we can then simply merge it upwards. No reason doing it separately for default.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Tue Aug 21, 2012 7:55 pm

Ok.
As posted above, everything got manually merged in a new fork into the 1.9 branch there: https://bitbucket.org/philiplb/ogrevolumeterrain2/
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