sorry for nugging, any samples/docs/info on how to make this work?
been long time since code-rabbit last commit on this subject
i'm curious if this is 2.1 compatible( e.g, can i just use 2.1 PBS-material? etc )
HLMS 1.10 backport Example/doc
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- Orc Shaman
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HLMS 1.10 backport Example/doc
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- OGRE Team Member
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- Location: Austria - Leoben
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Re: HLMS 1.10 backport Example/doc
Sorry - the shaders are already done an waiting for the commit with the sample. Lately I have been be busy with my baby but I target todo within this year.
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- Orc Shaman
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- Joined: Fri May 31, 2013 2:28 am
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Re: HLMS 1.10 backport Example/doc
for sure...baby's stuff come before shaders stuff( smily )
thanks...and congrats...live long and prosper...\_/
thanks...and congrats...live long and prosper...\_/
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- Halfling
- Posts: 53
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- Location: The Netherlands
- x 6
Re: HLMS 1.10 backport Example/doc
I was actually wondering about this to.
Since the HLMS code in 1.10 seems to be quite a bit different from 2.1 it is hard to use the existing documentation to work out how things work.
At least a minimum functional sample could help out a lot, not even something that is fully featured so you can figure out the rest yourself (which should not be that hard).
Since the HLMS code in 1.10 seems to be quite a bit different from 2.1 it is hard to use the existing documentation to work out how things work.
At least a minimum functional sample could help out a lot, not even something that is fully featured so you can figure out the rest yourself (which should not be that hard).
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- Orc Shaman
- Posts: 737
- Joined: Fri May 31, 2013 2:28 am
- x 65
Re: HLMS 1.10 backport Example/doc
as promised...thanks v-much...
happy 2016 to all ogre devs/community...
you guys are great, this project and community is totaly awsome...
happy 2016 to all ogre devs/community...
you guys are great, this project and community is totaly awsome...
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- Gnoblar
- Posts: 6
- Joined: Mon Sep 10, 2012 8:38 pm
- x 1
Re: HLMS 1.10 backport Example/doc
Thx, wolfmanfx.
I played a bit with it and it works pretty cool (once I set the texture's blend values >0 )
Now I need to realize what the value actually do. Where is the pbs switch in my diffuse brain?
Again, thx
I played a bit with it and it works pretty cool (once I set the texture's blend values >0 )
Now I need to realize what the value actually do. Where is the pbs switch in my diffuse brain?
Again, thx
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- Orc Shaman
- Posts: 737
- Joined: Fri May 31, 2013 2:28 am
- x 65
Re: HLMS 1.10 backport Example/doc
i moved all of my 34 sub projects to ogre 1.10 just to get this hlms component...
realy pretty...performance are great...great job....alas its only dx9( not working with dx11 or gl... )
any chance for at least gl/gl-es support( its the only option to get PBS on mobile.... ) or i'll need to tinker/port( i don't realy know how to... )
thanks...
realy pretty...performance are great...great job....alas its only dx9( not working with dx11 or gl... )
any chance for at least gl/gl-es support( its the only option to get PBS on mobile.... ) or i'll need to tinker/port( i don't realy know how to... )
thanks...
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- OGRE Team Member
- Posts: 1525
- Joined: Fri Feb 03, 2006 10:37 pm
- Location: Austria - Leoben
- x 99
Re: HLMS 1.10 backport Example/doc
Gl is working and es is missing the a shader push.
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- Orc Shaman
- Posts: 737
- Joined: Fri May 31, 2013 2:28 am
- x 65
Re: HLMS 1.10 backport Example/doc
gl was working( as oposed to dx11 which showed nothing... ) but looked bad- maybe its my gpu driver( integrated intel HD-4000 )
i'll try updating my driver/checking on other gpu( nv 660m )
sorry but i don't understand what do you mean by 'missing the a shader push' - should i do it my self( if yes, then do what? ) or wait for commit update...
anyway thanks for the work and for confirming that GL works and the problem is probebly on my side...
cheers...
i'll try updating my driver/checking on other gpu( nv 660m )
sorry but i don't understand what do you mean by 'missing the a shader push' - should i do it my self( if yes, then do what? ) or wait for commit update...
anyway thanks for the work and for confirming that GL works and the problem is probebly on my side...
cheers...
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
-
- OGRE Team Member
- Posts: 1525
- Joined: Fri Feb 03, 2006 10:37 pm
- Location: Austria - Leoben
- x 99
Re: HLMS 1.10 backport Example/doc
I tested it with gl on my nvidia. Yes mobile is working i need to push the shaders for mobile.
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- Orc Shaman
- Posts: 737
- Joined: Fri May 31, 2013 2:28 am
- x 65
Re: HLMS 1.10 backport Example/doc
great...thx
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
-
- OGRE Team Member
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- Joined: Sun Mar 30, 2014 2:51 pm
- x 1132
Re: HLMS 1.10 backport Example/doc
in case anyone cares, I finished the HLMS sample to work on android (GLES2) and with GL3+. See the last 4 commits here:
https://github.com/OGRECave/ogre/pull/222
https://github.com/OGRECave/ogre/pull/222