I disagree. The needed frame rate is dependent on the animations the user is trying to achieve. For instance my meshes are currently running animations at 30 FPS, thus 25 is not enough. Otherwise I'll miss keyframes and won't spot glitches. Furthermore I need 60fps in case there are two key frames where interpolation fails miserably (i.e. a bone doing a full spin when rotating).tdev wrote:oh, and i reduced its frame-rate to 25 FPS. There is really no reason why it should run with vsync/60FPS IMHO.
Ogre Meshy must adapt to the general uses that may be given, so VSync is a reasonable limit (usually 60hz).
Take in mind some hard core Ogre uses (probably non-game related) may use Meshes with animations running at 60FPS
Really? I think the exact opposite and was based on multiple viewer's behavior. I'm the one who designed though, so I'm biased and need other people's feedback.tdev wrote: - FIX THE mouse drag rotation of objects: its very un-intuitive the way its implemented atm. The user needs a classic drag&drop feeling when rotating objects IMHO
Nevertheless, if you want to implement an alternate method, do it in such a way the user can select the behavior he prefers (which behavior would be saved in the user config).
Again, "it depends". Depending what you're doing, the axis in the origin is more useful (for instance when using it as a comparison for bone orientation in an animation). In other situations the lower bottom corner is more useful (for example, when you want to have an orientation guide while manipulating the camera).tdev wrote:- add the 3d axis mesh in the lower bottom corner of the 3d screen: much better and more professional
That's true but I'll also find it more cluttered and harder to go through.tdev wrote:- maybe add propertygrid to display mesh info. I find it much more compact and better organized (see my old viewer as example: http://www.ogre3d.org/forums/viewtopic. ... 25#p401959)
The current way allows to see everything in one glance. Furthermore the property grid was designed for editing, which makes it harder to navigate with the arrow keys.
That requires a lot of effort. Not just a one-time job. It requires constant maintenance. Since no one is getting paid, I don't think it's a good idea to implement something that will be broken in 1 and a half year.tdev wrote:- problem notification (like in eclipse) with errors and warnings and possible problem solution suggestions when clicking on it
Edit (forgot to about this one): I haven't figured a way to do it cleanly. Every way I came up with results in big drawback somehow. If that's too important for an user he can create a shortcut:tdev wrote:- global set-able include paths for resources
Code: Select all
Ogre Meshy.exe "/r:C:\MyFolder\resources.cfg"
Edit (forgot to about this one): That's welcomed, extra info such as? (not being sarcastic, just curious)tdev wrote:- improved mesh information on the info tab
Yeah, that's in my TODO.tdev wrote:- highlighting selected submeshes/materials in the tree view in the 3d view
Not sure if reasonable considering the feature above is implemented. It would be redundant, cause more HUD cluttering (currently the mouse is just for rotating, consider if it can do a lot of other stuff which was triggered accidentally and the user just wanted to rotate the model??)tdev wrote:- click on mesh and select appropriate geometry/material in the tree of the selected face?
That's nice but it's top down in my TODO list.tdev wrote:- add Pane to view Materials/Textures/UVMappings
All nice ideas I've thought too. However: Viewer != Editor. Seems many features that would do well in a separate project. OgreMeshy is a viewer, a quick first-timer approach that works well and does what it's needed. If it needs a manual, we're doing it wrong. Basically Jacmoe resumed it in the same link you've provided.tdev wrote:- add importer/exporter function for other file formats, easy to integrate i guess.
- automatic mesh upgrade/downgrade via menu?
- LOD testing mode?
- automatic LOD generation? maybe use a better algorithm than what is implemented in Ogre itself ...
- material/shader testing? changing the material/shader variables via propertygrid on the fly?
- plugin concept: would be awesome to use this to preview and edit the Procedural generated objects on the fly (see my signature)
I've been having my ideas of making an IDE for Ogre content creation where you can load resources in projects, drag & drop textures into materials, have a general view, open the material scripts with syntax highlighting and error highlighting, etc, etc. Heck! I've even be so mad at GIMP's slow progression that sometimes I just want to start my own editor (I know I can do it). But I have time for none of those. I'm working on something else. Such projects require tremendous maintenance effort. May be if I succeed with my personal entrepreneurships I'll start one of those.
I'm happy to see your enthusiasm, just be sure you understand the vision. It also looks like you could have a nice read to Apple's HID guidelines. Keep it bookmarked and be sure you come back at it and read again once in a while, just as I do. It's refreshing.