Discussion of issues specific to mobile platforms such as iOS, Android, Symbian and Meego.
AgahPT
Gnoblar
Posts: 3 Joined: Mon Nov 13, 2017 7:09 pm
Post
by AgahPT » Tue Nov 21, 2017 7:01 pm
Hi,
I'm new to Ogre3d and have been running the examples, everything seems to work but the lighting.
I'm following this tutorial:
https://ogrecave.github.io/ogre/api/1.1 ... adows.html
I've attached the logs and a screenshot!
Any help is appreciated.
LOG:
https://pastebin.com/iYLRJwr3
CONFIG:
Render System=OpenGL ES 2.x Rendering Subsystem
[OpenGL ES 2.x Rendering Subsystem]
Content Scaling Factor=3
Display Frequency=0 Hz
FSAA=0
Full Screen=Yes
RTT Preferred Mode=FBO
Video Mode=375 x 667
paroj
OGRE Team Member
Posts: 2141 Joined: Sun Mar 30, 2014 2:51 pm
x 1151
Post
by paroj » Tue Nov 21, 2017 7:25 pm
AgahPT
Gnoblar
Posts: 3 Joined: Mon Nov 13, 2017 7:09 pm
Post
by AgahPT » Tue Nov 21, 2017 8:02 pm
Hi,
Thanks for the quick reply!
I'm off work right now, but i'm initializing the APP using OgreBites so it should be automatically done?
I'll try setting up the app manually as per the tutorial and validate it.
AgahPT
Gnoblar
Posts: 3 Joined: Mon Nov 13, 2017 7:09 pm
Post
by AgahPT » Wed Nov 22, 2017 11:12 am
Hi,
I've tried adding the code to add the scene manger to the "RTShader::ShaderGenerator".
Code: Select all
RTShader::ShaderGenerator* shadergen = RTShader::ShaderGenerator::getSingletonPtr();
shadergen->addSceneManager(scnMgr);
Additionally I've been digging and the ShaderGenerator and callbacks for the RenderObjectListener are being called.
After checking the VS and PS the looks like the VS now has the calculations for lighting:
https://www.diffchecker.com/6nQeJ3vV
The PS is still doing nothing of sorts (at least I can't see it):
https://www.diffchecker.com/2sO5D5Y0