What percentage of OGRE do people consider to be obsolete?

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dark_sylinc
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Re: What percentage of OGRE do people consider to be obsolet

Post by dark_sylinc »

Note: I've mistaken ManualObject with MovableObject. MovableObjects don't have render operations and in turn less overhead than I was anticipating. But I have to try yet if it works correctly without deriving from a Ogre::Renderable class
Praetor wrote:Overall I think this works well. The one thing that seems unfortunate is the subclassing of MovableObject when not all of MovableObject's functionality is meaningful.
I agree and that's what bugs me too.
Nevertheless it wouldn't be the first class to do the same thing

I'll make some C++ tests regarding the MovableObject & Renderable thing. Progress will be initially slow as I'm loaded with work. After some quick tests on how it goes, I'll create a new thread.
Wish me luck with the MovableObject approach, as it is ideal. Deriving from Ogre::Renderable would cause the forementioned overhead I was describing.

Cheers
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Assaf Raman
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Re: What percentage of OGRE do people consider to be obsolet

Post by Assaf Raman »

Regarding the original topic of the thread - Praetor and I never got the CgFx code to work. It may be obsolete - but on the other hand - someone may pick that code up and finish the work... Also - I think it is the only example of such an attempt in all of the open source code world.

BTW - some of the tools code may be obsolete, I guess we should review what we have there one day.
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Praetor
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Re: What percentage of OGRE do people consider to be obsolet

Post by Praetor »

@dark_sylinc I've done the same thing with MovableObject. I derived a sound object from it so I could attach it to scene nodes. Obviously only in some sort of mythical "editor" mode would it actually be renderable. So, yes it works technically.
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dark_sylinc
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Re: What percentage of OGRE do people consider to be obsolet

Post by dark_sylinc »

Praetor wrote:@dark_sylinc I've done the same thing with MovableObject. I derived a sound object from it so I could attach it to scene nodes. Obviously only in some sort of mythical "editor" mode would it actually be renderable. So, yes it works technically.
Well my concerns were that for example, optimal aabb for shadow receivers is correctly calculated, which requieres the movableobject to also be a Renderable. Things like that.
But I've been thinking about it, and I think with a very minor modifications to the Ogre Core, there shouldn't be any problems.