OgreWater
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- Hobgoblin
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Re: OgreWater
I guess that's what happens when you don't look at your own code for a couple of months. >.<
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- Gremlin
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Re: OgreWater
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- Greenskin
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Re: OgreWater
I can't fix,because not know shader lang-s
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- OGRE Team Member
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Re: OgreWater
updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater
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- Halfling
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Re: OgreWater
paroj wrote: ↑Fri Jan 20, 2023 1:04 amupdated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater
You might be interested on this also: https://www.dropbox.com/s/zkb5z02gtcl7g ... 202023.mp4
viewtopic.php?p=554043#p554043
I'm going to expose UI settings for the fragment shader with imgui, into RoR. Refraction/Reflection levels, color, speed, scale etc...
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- Gnoll
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Re: OgreWater
paroj wrote: ↑Fri Jan 20, 2023 1:04 amupdated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater
Great!
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Hobgoblin
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Re: OgreWater
paroj wrote: ↑Fri Jan 20, 2023 1:04 amupdated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater
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- Halfling
- Posts: 99
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Re: OgreWater
Just tried this with Ogre 1.7.4 and before the commits to the later version 1.1x
There is no refraction, just reflection and no errors in the logs except the ones that are usually generated by the Samples below:
Code: Select all
Parsing script RTShaderSystem.material
Compiler error: unknown error in RTShaderSystem.material(xx): token "rtshader_system" is not recognized
Resources.cfg
Code: Select all
# Resources required by the sample browser and most samples.
[Essential]
Zip=D:/dev/sdk/ogre/Samples/Media/packs/SdkTrays.zip
FileSystem=D:/dev/sdk/ogre/Samples/Media/thumbnails
# Common sample resources needed by many of the samples.
# Rarely used resources should be separately loaded by the
# samples which require them.
[Popular]
FileSystem=D:/dev/sdk/ogre/Samples/Media/fonts
FileSystem=D:/dev/sdk/ogre/Samples/Media/materials/programs
FileSystem=D:/dev/sdk/ogre/Samples/Media/materials/scripts
FileSystem=D:/dev/sdk/ogre/Samples/Media/materials/textures
FileSystem=D:/dev/sdk/ogre/Samples/Media/materials/textures/nvidia
FileSystem=D:/dev/sdk/ogre/Samples/Media/models
FileSystem=D:/dev/sdk/ogre/Samples/Media/particle
FileSystem=D:/dev/sdk/ogre/Samples/Media/DeferredShadingMedia
FileSystem=D:/dev/sdk/ogre/Samples/Media/PCZAppMedia
FileSystem=D:/dev/sdk/ogre/Samples/Media/RTShaderLib
FileSystem=D:/dev/sdk/ogre/Samples/Media/RTShaderLib/materials
Zip=D:/dev/sdk/ogre/Samples/Media/packs/cubemap.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/cubemapsJS.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/dragon.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/fresneldemo.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/ogretestmap.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/ogredance.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/Sinbad.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/skybox.zip
[General]
FileSystem=D:/dev/sdk/ogre/Samples/Media
FileSystem=Resources/Compositors
FileSystem=Resources/Materials
FileSystem=Resources/Particles
FileSystem=Resources/Programs
FileSystem=Resources/Shaders
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- Bronze Sponsor
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Re: OgreWater
I don't think that the RTShaderSystem was as developed in OGRE 1.7 as it is in OGRE 1.13 or 1.14 since @paroj has done a lot of work there since OGRE 1.9.
In fact I wonder if the RTShaderSystem was even present in OGRE 1.7...
If you want to use OgreWater with OGRE 1.7, it seems that you will have to use regular shaders.
Are you using this repo?
https://github.com/OGRECave/ogrewater
Perhaps the original lingfor's repo is not using the RTShaderSystem and is compatible with OGRE 1.7.
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- Halfling
- Posts: 99
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Re: OgreWater
Thanks sercero. I think it was and even way more earlier, since there's the Compositor and other effects that uses it and the OgreBite menu for that thumbnail effect.
Are you using this repo?
https://github.com/OGRECave/ogrewater
Yes, but with the commit going back before paroj's 1.1x update.
It seemed this project started with 1.7 and with this info:
I wouldn't post it here if it was just a compilation of other people's work. So to answer your question, yes, I've written all the water code. The terrain is the standard Ogre 1.7 terrain.
viewtopic.php?p=418903#p418903
Perhaps the original lingfor's repo is not using the RTShaderSystem and is compatible with OGRE 1.7.
it looks like it since it's not requiring it or not crashing.