[News] Ogre 13.6 released

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scratchyrice
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Re: [News] Ogre 13.6 released

Post by scratchyrice »

It now works nicely on terrains:
Image
Image
Image

However due to the wider plane I have noticed it "scrolls" when moving the camera - I've not really looked into it yet but not sure why it would be doing this - possibly due to the fact its actually offset below the "plane"?

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paroj
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Re: [News] Ogre 13.6 released

Post by paroj »

scratchyrice wrote: Fri May 12, 2023 4:21 am

Of course - will do. To be honest im not very well versed with git, i tend to fly solo so not had much experience with it. I'm guessing I will need to pull a fresh copy of the latest ogre repo (Im on 1.3.6 - not the latest) - make the changes to that and then push back to you.

do you need any assistance with that?

scratchyrice
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Re: [News] Ogre 13.6 released

Post by scratchyrice »

Hi Paroj,

Sorry have been very busy with other commitments the last week. I fixed the strange scrolling issue - I have started the process of creating my own git fork etc, and will be implementing it all into that to push back to you this week/in the next few days.

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paroj
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Re: [News] Ogre 13.6 released

Post by paroj »

scratchyrice wrote: Mon May 22, 2023 2:19 am

Hi Paroj,

Sorry have been very busy with other commitments the last week. I fixed the strange scrolling issue - I have started the process of creating my own git fork etc, and will be implementing it all into that to push back to you this week/in the next few days.

just pinging you again about your status. I am planning to release Ogre 14 soon, so if you are almost done I could include your fixes in the release.
There is no pressure though, if you are still busy these can go into a later point release just as well.

scratchyrice
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Re: [News] Ogre 13.6 released

Post by scratchyrice »

Hi Paroj,

Sorry been very busy but will try my very best to sort by the beginning of next week. When are you planning on releasing ogre 14 as i would love for it to make it into that release.

Many thanks

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paroj
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Re: [News] Ogre 13.6 released

Post by paroj »

actually I wanted to do the release last weekend, however I spotted some last minute API changes that I could squeeze in.
So postponing the release to end of next week is fine with me.

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Re: [News] Ogre 13.6 released

Post by scratchyrice »

HI Paroj,

Am still intending on creating a pull request before end of this week. Very sorry for the delay! Will have the whole weekend free to work on this, plus possibly tommorow night.

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scratchyrice
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Re: [News] Ogre 13.6 released

Post by scratchyrice »

Hi Paroj,

Its all done and ready to send except I have been trying to expose the parallax scale value. There are also a few other new options that i would ideally like to expose.

I have tried doing so like this in OgreShaderExNormalMapLighting.cpp but i think i have misunderstood how it works:

Code: Select all

bool NormalMapLighting::setParameter(const String& name, const String& value)
{
	if(name == "normalmap_space")
	{
        // Normal map defines normals in tangent space.
        if (value == "tangent_space")
        {
            setNormalMapSpace(NMS_TANGENT);
            return true;
        }
        // Normal map defines normals in object space.
        if (value == "object_space")
        {
            setNormalMapSpace(NMS_OBJECT);
            return true;
        }
        if (value == "parallax")
        {
            setNormalMapSpace(NMS_PARALLAX);
            return true;
        }
        if (value == "parallax_steep")
        {
            setNormalMapSpace(NMS_PARALLAX_STEEP);
            return true;
        }
		return false;
	}

	if(name == "texture" && !value.empty())
	{
		mNormalMapTextureName = value;
		return true;
	}

	if(name == "texcoord_index" && !value.empty())
	{
		setTexCoordIndex(StringConverter::parseInt(value));
		return true;
	}

    if(name == "sampler")
    {
        auto sampler = TextureManager::getSingleton().getSampler(value);
        if(!sampler)
            return false;
        mNormalMapSampler = sampler;
        return true;
    }

    if (name == "parallax_scale")
    {
        mParallaxScale = StringConverter::parseReal(value);
        return true;
    }

	return false;
}

Am i just missing something simple?

Many thanks

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scratchyrice
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Re: [News] Ogre 13.6 released

Post by scratchyrice »

Hi Paroj,

Ah - i think it needs to be added to "SubRenderState* NormalMapLightingFactory::createInstance(ScriptCompiler* compiler,
PropertyAbstractNode* prop, Pass* pass, SGScriptTranslator* translator)" somehow?

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paroj
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Re: [News] Ogre 13.6 released

Post by paroj »

what you did so far allows you to call srs->setParameter(), to change the parameters. "parallax_steep" should also already work via script.

For "parallax_scale" you will have to extend NormalMapLightingFactory::createInstance as you already guessed.
Unfortunately, this part of the RTSS is the most hacky one. Basically, you get a list of strings in this method and each SRS can decide independently what to do with them. Introducing any organizational structure, would break existing material files, which is the worst thing to do..

Currently the normal_map line expects the parameters in this order:
https://ogrecave.github.io/ogre/api/lat ... otoc_md253

You can send your changes without "parallax_scale" script support and I will figure it out before release..

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Re: [News] Ogre 13.6 released

Post by scratchyrice »

Hi Paroj,

Yes it seems to simply iterate through the string in order to pull values.

I have submitted a pull request - let me know if you have it and i've done it right as I've never submitted a pull request before.

Many thanks

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scratchyrice
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Re: [News] Ogre 13.6 released

Post by scratchyrice »

Hi Paroj,

Just seen theres an issue with opengl (Sorry, only tested with dx11). I am working on fixing it.

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Re: [News] Ogre 13.6 released

Post by blitzcoder »

Hey paroj,

Regarding Ogitor:

Finally, I see that OGRE 2.0 came a long way and improving rapidly. So, recently I started to work on next generation of Ogitor : Ogitor for OGRE 2.0..

https://github.com/OGRECave/ogitor

Is this been thoroughly tested with recent 1.1x versions and are there significant usage or performance improvements?

New Blitz3D/BlitzBasic/BlitzMax Home - https://blitzcoder.org