shalow wrote:so... whats happening? we havnt heard anything in more then a week now
and for a good reason
Full vertex and fragment program support (shaders), the material support features is now close to complete (if i have time i will implement per material "shadow shaders" support)
here is a screenshot of the shaders support in a scene, ported from the ati rendermonkey ambient occlusion sample:
Now the feature set is close to what it will be in the release
The current beta will be sent to the beta testers this week or early next week, then if there are no major issues on the testing period the plugin pack will enter on a release ready stage where i will test it with a few regular users (normal users or artists that will incorporate it on their current workflow) and soon after that (after the QA tests are passed) it will be ready to download
Im working very hard to assure that this will not take more time than the absolute needed, so the release date will be announced soon
I'm excited about this release, as it looks far too good to be true...
Certainly though the amount of effort that would have had to have gone into coming up with all this material as an elaborate hoax (and I'm not suggesting that it is, simply that it could always be possible with something like this )would probably take twice as long as actually developing an exporter...but it's funny how forum posts like this always make one feel like we're being strung along......
Im very pleased to announce that the last major beta build was sent to the beta testers yesterday. It contained the modifications needed for the Release ready stage, inlcuding full documentation.
As part of preparation for the next stage, the documentation review process started today.
The next days will be of updates to the current beta to solve issues that might present.
We are close to the tentative release date that has been set.
Lol, I was just wondering. I 100% agree - if twist bones are not supported - don't add them I also, I think that there are more people waiting for thins then you expect
one question would be does it take instances into account? At the moment the other exporters will happily export a hundred boxes as seperate meshes and dotScene will reference them all seperately even if they are instances.
Vectrex wrote:one question would be does it take instances into account? At the moment the other exporters will happily export a hundred boxes as seperate meshes and dotScene will reference them all seperately even if they are instances.
It's worth remembering that treating instances like the modeller does is not always the best thing anyway. In fact, at runtime a hundred box instances 'baked' into a combined mesh 100x bigger than the original will run faster than rendering 100 instances of a shared mesh. This is all to do with the GPU preferring smaller numbers of large batches rather than lots of little batches which become CPU limited very quickly because of the driver overhead. Therefore what's considered efficient for a modeller is not necessarily efficient in real time.
you misunderstand. At the moment 100 identical boxes will have 100 seperate box0x.mesh files and ogre will load them all seperately if you use plain dotScene loader. So without batching it will still be using 100 meshes but just be a waste of space and a hassle when editting and time taken loading. Whether you batch before using them or not isn't the issue. btw speaking of batching I did a test with like 1000 cars batched and not batched and... well the batched version I think was a little slower Mainly due to batch area view frustrum culling drawing a big chunk even though it may be partially visible, but also when all visible didn't seem much different (laptop 9600 64meg, P-M 1.7)... oops my first thread hijack!
The oExporter supports max instanced objects from the first release (i.e 1000 max instanced objects == 1000 entities in the ogre scene, but 1 .mesh file), in the documentation there is a section in the "Working with Scenes" chapter called "Entities" that explains the relation between max meshes, max objects and ogre meshes, ogre entities.