Page 1 of 1

HLMS 1.10 backport Example/doc

Posted: Fri Oct 23, 2015 10:15 pm
by frostbyte
sorry for nugging, any samples/docs/info on how to make this work?
been long time since code-rabbit last commit on this subject
i'm curious if this is 2.1 compatible( e.g, can i just use 2.1 PBS-material? etc )

Re: HLMS 1.10 backport Example/doc

Posted: Fri Oct 23, 2015 11:09 pm
by Wolfmanfx
Sorry - the shaders are already done an waiting for the commit with the sample. Lately I have been be busy with my baby :) but I target todo within this year.

Re: HLMS 1.10 backport Example/doc

Posted: Sat Oct 24, 2015 6:42 pm
by frostbyte
for sure...baby's stuff come before shaders stuff( smily )
thanks...and congrats...live long and prosper...\_/

Re: HLMS 1.10 backport Example/doc

Posted: Sun Oct 25, 2015 11:45 am
by TheOnlyJoey
I was actually wondering about this to.

Since the HLMS code in 1.10 seems to be quite a bit different from 2.1 it is hard to use the existing documentation to work out how things work.
At least a minimum functional sample could help out a lot, not even something that is fully featured so you can figure out the rest yourself (which should not be that hard).

Re: HLMS 1.10 backport Example/doc

Posted: Fri Jan 08, 2016 6:29 pm
by frostbyte
as promised...thanks v-much...
happy 2016 to all ogre devs/community...
you guys are great, this project and community is totaly awsome...

Re: HLMS 1.10 backport Example/doc

Posted: Sat Jan 09, 2016 3:02 pm
by dertom
Thx, wolfmanfx.

I played a bit with it and it works pretty cool (once I set the texture's blend values >0 :D )
Now I need to realize what the value actually do. Where is the pbs switch in my diffuse brain? :D

Again, thx

Re: HLMS 1.10 backport Example/doc

Posted: Sat Feb 20, 2016 1:53 pm
by frostbyte
i moved all of my 34 sub projects to ogre 1.10 just to get this hlms component...
realy pretty...performance are great...great job....alas its only dx9( not working with dx11 or gl... )
any chance for at least gl/gl-es support( its the only option to get PBS on mobile.... ) or i'll need to tinker/port( i don't realy know how to... )
thanks...

Re: HLMS 1.10 backport Example/doc

Posted: Sat Feb 20, 2016 2:04 pm
by Wolfmanfx
Gl is working and es is missing the a shader push.

Re: HLMS 1.10 backport Example/doc

Posted: Sat Feb 20, 2016 4:23 pm
by frostbyte
gl was working( as oposed to dx11 which showed nothing... ) but looked bad- maybe its my gpu driver( integrated intel HD-4000 )
i'll try updating my driver/checking on other gpu( nv 660m )
sorry but i don't understand what do you mean by 'missing the a shader push' - should i do it my self( if yes, then do what? ) or wait for commit update...
anyway thanks for the work and for confirming that GL works and the problem is probebly on my side...
cheers...

Re: HLMS 1.10 backport Example/doc

Posted: Sat Feb 20, 2016 5:05 pm
by Wolfmanfx
I tested it with gl on my nvidia. Yes mobile is working i need to push the shaders for mobile.

Re: HLMS 1.10 backport Example/doc

Posted: Sat Feb 20, 2016 6:37 pm
by frostbyte
great...thx

Re: HLMS 1.10 backport Example/doc

Posted: Sun Aug 07, 2016 12:09 am
by paroj
in case anyone cares, I finished the HLMS sample to work on android (GLES2) and with GL3+. See the last 4 commits here:
https://github.com/OGRECave/ogre/pull/222