OgreAddons Resurrect

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jacmoe
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Re: OgreAddons Resurrect

Post by jacmoe » Wed Feb 04, 2015 8:52 am

Frostbyte: you're crazy - repository count is now 15 :)
I just accepted your transfer requests - thanks for converting those projects from svn. You've been added to the OgreAddons developer group, which means that you can create repositories/transfer directly to OgreAddons.

Good thing about OgreAddons is that the most active repositories floats to the top. ;)
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Re: OgreAddons Resurrect

Post by Zonder » Wed Feb 04, 2015 10:00 am

jacmoe wrote:I transferred two of my projects to the OgreAddons team, to get it started. :)

https://bitbucket.org/ogreaddons

I will probably add Spacegaier and Stealth977 (the rest of the Ogitor team :P ) to OgreAddons, but it is not a closed team, so if you want to join, ask.
You should put the link in the first post :)
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Re: OgreAddons Resurrect

Post by jacmoe » Wed Feb 04, 2015 10:37 am

Will do ;)
I'll also write a proper introduction/survival guide.
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Re: OgreAddons Resurrect

Post by frostbyte » Wed Feb 04, 2015 11:51 am

Frostbyte: you're crazy
thanks for the comp :lol:
first time i open a bitbucket account...i guess i got carried away( in a good sense ) discovering how stuff actually work....bitbucket is so cool 8)
thanks for granting me free access...just dont make me responsible for anything.... :wink:

EDIT: mmm...does this mean i need to check this account for transfer requests?....can't promise to do it every day/week...
mmm...i just did import and transfer...now i see that i'm considered to be maintainer of this repos...thats not gonna happen....
but maybe i don't yet understand how this bitbucket works...you dont expect me to activly maintain this repos( merge branches and stuff ), right?
btw: if i delete repos transfered from my account, will it affect repos here, or are they "standalone" repos by now?
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Re: OgreAddons Resurrect

Post by jacmoe » Wed Feb 04, 2015 12:57 pm

Don't worry about being a maintainer - we all know what that means. ;)
You should be notified of any transfer requests, etc. but the entire OgreAddons team gets those.
No need to feel obliged.
The whole point of OgreAddons is that the upkeep is up to whoever happens to keep it up. :)

A repository transfer is a move.
Nothing prevents you from forking and changing the repository url - it's distributed. Each and every copy is effectively a clone/branch.
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Re: OgreAddons Resurrect

Post by frostbyte » Wed Feb 04, 2015 1:38 pm

No need to feel obliged.
Don't worry about being a maintainer - we all know what that means. ;)
thanks i got worried there for a minute.... :)
next assignment is repositoring wiki-snipplets/turtorials... but this may take some time...
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Re: OgreAddons Resurrect

Post by frostbyte » Wed Feb 04, 2015 5:34 pm

jacmoe, i think it would be advisable to edit first post to reflect the current situation so people would'nt think its another one of this fruitless endless discussions...link, short description( purpose of repo etc... ) and repo transfer contribiution request
happy editing :)

Sincerely,
FrostByte: interGalactic unobliged public relations co-manager and official vice presedent substitute of the OgreAddons developer group.
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Re: OgreAddons Resurrect

Post by jacmoe » Wed Feb 04, 2015 10:26 pm

Done ;)
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Re: OgreAddons Resurrect

Post by jacmoe » Wed Feb 04, 2015 10:26 pm

See first post. ^
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Re: OgreAddons Resurrect

Post by frostbyte » Wed Feb 04, 2015 10:50 pm

was thinking of adding also empty repos with link( and maybe some showoff images ) to actively maintained repos that are on other versioning sites...
already went over all github/bitbucket 'ogre' related projects and cherry-picked...

also i think that if anyone want to start a new community project this should be a good place...
lots of projects turned zombies for luck of attention, this repo can potentially make sure it won't happen again...
also it would be good if a new user just steps in and feel like in an open source candy store... ( good PR for ogre )

on the other hand, i see the need to give special focus attention and care to this half dead projects( as the topic suggests )...
opinon?
Last edited by frostbyte on Wed Feb 04, 2015 10:52 pm, edited 1 time in total.
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Re: OgreAddons Resurrect

Post by jacmoe » Wed Feb 04, 2015 10:52 pm

I honestly think that the Ogre Wiki would the perfect place for curated pages of links :)
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Re: OgreAddons Resurrect

Post by frostbyte » Wed Feb 04, 2015 10:53 pm

ok...no candy store... :(
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the woods are lovely dark and deep
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and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos

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Re: OgreAddons Resurrect

Post by Kohedlo » Fri Feb 06, 2015 8:32 am

nike!
ok...no candy store... :(
:D
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Re: OgreAddons Resurrect

Post by jacmoe » Fri Feb 06, 2015 7:47 pm

There are now 21 projects at https://bitbucket.org/ogreaddons :)
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Re: OgreAddons Resurrect

Post by jacmoe » Sat Feb 07, 2015 10:46 am

HipChat room was added .. ;)
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Re: OgreAddons Resurrect

Post by jacmoe » Sat Feb 07, 2015 9:57 pm

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Re: OgreAddons Resurrect

Post by frostbyte » Sat Feb 07, 2015 11:07 pm

sorry, i'm a noob on git...( and in no mood of learning right now... )
https://github.com/c6burns/PagedGeometry
be nice if you can push/merge it in a new branch...
and even nicer if you post the git command for doing this... :)

edit: also found this http://code.google.com/p/ogre-angelscript/ but i dont know anything about angle script...
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Re: OgreAddons Resurrect

Post by c6burns » Sat Feb 07, 2015 11:38 pm

That PagedGeometry fork of mine is a bit of a trainwreck ... I ripped through it as fast as possible just to see it work in 2.0 and some parts I just poked around to experiment. I was in the middle of testing just the features I use and decided to switch back to 1.10 for now. My GLES2 updates are in there, but probably the only interesting thing to look at is ImpostorTexture::renderTextures where I generate the impostor atlas using a 2.0 workspacedef

Oh yeah and that's a butchered up CMake script too. You'd want to replace that with something that uses FindOGRE.cmake instead of my shitty hardcoded paths :lol:
Last edited by c6burns on Sat Feb 07, 2015 11:42 pm, edited 1 time in total.
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Re: OgreAddons Resurrect

Post by jacmoe » Sat Feb 07, 2015 11:40 pm

You can't merge a git repository into a mercurial repository, but thanks for pointing me to it, as I might merge it manually :)

The ogre-angelscript repository is known to me as I am the owner. ;)
Not fit to be shared as we have a much better Ogre/Angelscript integration example in Ogitor and Rigs of Rods.

<edit>Oh, hi cf6burns - if you need anything in PagedTerrain then just open a ticket :)
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Re: OgreAddons Resurrect

Post by c6burns » Sat Feb 07, 2015 11:55 pm

Hello :D

The thing about PagedGeometry in 2.0 is that a large portion of it will be unnecessary. The important feature will really be just the impostoring. I'm working on some non-rendering stuff right now while I wait to see how the new 2.0 stuff plays out, so maybe I'll come back to it. I'd push my updates for Hydrax in but I ripped that library to shreds while customizing it for my project :( This is a common theme for me ... I'm like Edward Scissorhands. I should have kept a cleaner version so at least I could easily add in the GLES2 support I made. Ugh
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Re: OgreAddons Resurrect

Post by jacmoe » Sun Feb 08, 2015 12:02 am

@Frostbyte: If you want to preserve history when you import from SVN, you need to convert it locally, using this command:

Code: Select all

hg convert svn-url converted-repo
You need to enable the 'convert' extension first.
<edit>That Ogremhx project really doesn't have much history, to be honest.. so don't bother reimporting that.

@c6burns: the most useful part of pagedgeometry is imo the vegetation / tree generation/rendering, the paged bit has been obsolete for a while :)
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Re: OgreAddons Resurrect

Post by al2950 » Sun Feb 08, 2015 12:27 am

jacmoe wrote:@Frostbyte: If you want to preserve history when you import from SVN, you need to convert it locally, using this command:

Code: Select all

hg convert svn-url converted-repo
You need to enable the 'convert' extension first.
<edit>That Ogremhx project really doesn't have much history, to be honest.. so don't bother reimporting that.

@c6burns: the most useful part of pagedgeometry is imo the vegetation / tree generation/rendering, the paged bit has been obsolete for a while :)
I have done a fair amount of research & testing with converting SVN->Hg. I would not use the standard hg convert tool, but instead use hgSubversion plugin which now ships as standard with TortoiseHg. If its enabled you just clone as normal but as the URL address you put "svn+YOUR_SVN_REPO_ADDRESS"
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Re: OgreAddons Resurrect

Post by jacmoe » Sun Feb 08, 2015 12:36 am

Good to know :)
It doesn't ship with Mercurial, but TortoiseHg bundles it, fyi.
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Re: OgreAddons Resurrect

Post by frostbyte » Sun Feb 08, 2015 1:49 am

The ogre-angelscript repository is known to me as I am the owner. ;)
:lol: i'm getting senile... :D
I have done a fair amount of research & testing with converting SVN->Hg. I would not use the standard hg convert tool, but instead use hgSubversion plugin which now ships as standard with TortoiseHg. If its enabled you just clone as normal but as the URL address you put "svn+YOUR_SVN_REPO_ADDRESS"
thanks for the info...just didn't have TortoiseHg and got tired/confuzed with the commands...will install asap...
btw: most abandoned project don't have any history or commits...
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Re: OgreAddons Resurrect

Post by jacmoe » Sun Feb 08, 2015 9:11 pm

A couple more projects added to OgreAddons :)

Another scenario for using OgreAddons is when you create a small project to try out something in Ogre, and it doesn't pan out, but still could be useful to someone else, then you can just transfer the repository.
Like when testing a scripting engine with Ogre, a new terrain renderer, embedding Ogre into a windowing toolkit, implementing a new scenemanager, etc.
It can also be larger snippets, not only complete projects.
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