Ogre 1.1 SDK Early Adopter Alpha release
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- OGRE Retired Team Member
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Ogre 1.1 SDK Early Adopter Alpha release
I've been thinking about offering pre-release SDK's for Ogre 1.1 so that people can try out some of the new features in Dagon with out having to go through the hassle of building the dll's. Most of the features we wanted for 1.1 are in but there are still a few things we are trying to squeeze in before final release. Have a look at the Dagon Notes to see what has been completed and would be available in the 1.1 SDK alpha edition.
If there is enough interest, I would build a new SDK alpha release each Sunday if things are stable and there have been significant changes. The SDK would be made available on Sourceforge in the files download section. I can only build for CB(MingW), VC7.1, and VC8.0 so those would be the first ones available.
If there is enough interest, I would build a new SDK alpha release each Sunday if things are stable and there have been significant changes. The SDK would be made available on Sourceforge in the files download section. I can only build for CB(MingW), VC7.1, and VC8.0 so those would be the first ones available.
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- OGRE Retired Team Member
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Not sure where the problems are but I am unable to reliably upload to SF. Upload speed is incredibly slow (3kb/s) and connection drops when the file is about 75% done. I did get one upload completed and that was for the updated vc7.1 dependencies for Ogre 1.1. But when I tried to add the new file in the file release section, there are no files to select. I suspect SF is experiencing some problems so I will try again in another 10 hours.
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Ogre SDK 1.1 Alpha 2 for VC8.0 is ready for download. VC7.1 comming in another day.
Over the last couple of weeks, Sinbad and Genva have been very busy fixing up Dagon and adding some new features.
Some things (not everything) added since Alpha 1:
Over the last couple of weeks, Sinbad and Genva have been very busy fixing up Dagon and adding some new features.
Some things (not everything) added since Alpha 1:
- Texture shadow casting now fully supports alpha blended / alpha rejection materials
Added billboard/particle rotation type setting, allow control rotate vertices or rotate texture coordinates. Default to rotate texture coordinates to preserve previous behavior.
Billboard particle renderer added support to sets billboard origin in particle script via 'billboard_origin'.
New shadow type SHADOWTYPE_TEXTURE_ADDITIVE, allowing the lighting accuracy of additive shadows with the GPU speed of texture shadows. The Shadows demo has been updated to show the new texture additive shadow type.
You can now disable the rendering of shadows per viewport, to save time in mini-maps / RTTs etc
RenderQueueListener now has an additional callback 'shadowTexturesUpdated', allowing you to hook into the time when shadow textures have been rendered to, but before they are used. You can use this to perform custom shadow behaviour such as filtering
Render queue groups can now be given an arbitrary uint8 identifier rather than just one of a fixed set of enums.
Custom render queue invocation sequence per viewport if required.
Allow suppression of shadow processing and render state changes during custom invocation.
Ordering / grouping of non-transparents can be changed per invocation
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- Gnome
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We tried the sdk in visual studio 2005, but it fails. We've copied the dlls, libs and headers into our own repository, everything compiles, but we get an error saying "The procedure entry point ?getBillboardSetIterator@SceneManager... could not be located in the dynamic link library OgreMain.dll" (I've cut the big part of the cryptic error message).
Could it be that the .dll and .lib of this release don't match?
Greetz,
JeDi
Could it be that the .dll and .lib of this release don't match?
Greetz,
JeDi
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As regular visual studio users, rebuild all was off course the first thing we tried 
Does this work for the rest of you? Cause I'm going to try compiling from cvs next. Do I have to use a tag? Or is head stable enough? We just can't progress without the MovableObjectFactory. Sorry for a bit of off-topic questions...
Greetz,
JeDi

Does this work for the rest of you? Cause I'm going to try compiling from cvs next. Do I have to use a tag? Or is head stable enough? We just can't progress without the MovableObjectFactory. Sorry for a bit of off-topic questions...
Greetz,
JeDi