AWESOMMMMMMMMMMMME ... I've been toying around with ways to produce god rays that take less GPU resources than the standard post processing (way too much sampling). The method in Hydrax is somewhat embedded into that codebase, so this (which I assume is the same technique) will likely help me immensely.
I tried to force it to work with RenderSystem_GL.dll by adding it to the plugins.cfg and ogre.cfg but different "entry point not found" errors makes it crush when loading the .dll file.
Integrated:Ogre3D + dotScene (Blender loader) + MyGUI (UI) + RakNet (Client/Server) + Leap Motion (The future is here!) + StereoManager (3D Anaglyph red-cyan) WIP: StereoManager (Real 3D) + CCS (Camera Control System) + Sound, experimenting with Android.
Hello guys. Sorry for digging up such an old topic.
That's a really nice work, and an important feature to be implemented nowadays. But i'm really new to Ogre and had only little experience in graphics programming before and could not get managed to add support for multiple lights.
There should be created a light, a camera and a billboard set for every light shaft, right? Tried doing that, had problems with updating position in shader for every light, as seems it uses "global" shader resource. But then decided go as is but add only one light, so what i get was more like quad volumetric volume, than a light shaft.. I'm missing something small but important i guess?
Thanks in advance.