Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
    Pavel Rojtberg
    @paroj
    if you get it working, please create a pull request
    Ravbug
    @Ravbug
    With Ogre 2, is it possible to create objects outside of the SceneManager and add them later? Or must all objects be created by the SceneManager?
    xSpir
    @xSpir

    I'm upgrading a game from 1.7.4 to 1.12
    Originally we used the alpha splatting shaders from the wiki (http://wiki.ogre3d.org/Terrain+Alpha+Splatting) but those doesn't seem to work with 1.12.

    Is there a recommended alternative way of splatting?

    xSpir
    @xSpir
    Thank you!!
    Kyokuaku
    @Kyokuaku
    I'm trying to get an app started up, what do I need to do BEFORE using 'void OgreBites::ApplicationContextBase::setup()'? What 'configuration' needs to be done first?
    Pavel Rojtberg
    @paroj
    did you see https://ogrecave.github.io/ogre/api/latest/setup.html? It also tells you where you can find the full source code
    Kyokuaku
    @Kyokuaku
    Managed to solve my problems using examples and threads on the forums. I deleted my posts here because they were silly af, for some reason I always solve my problems I've had for days after posting a help thread/message.
    Kyokuaku
    @Kyokuaku
    in an ogrebites app (1.12.x), how do i get the config dialog to show up every time?
    Kyokuaku
    @Kyokuaku
    Also, how do I do a configureterraindefaults function when I'm using Caelum? I can't figure it out myself. Like light direction, ambient color, light intensity, etc.
    Is setensuresinglelightsource what I need? It seems it, but I just need to make sure.
    Pavel Rojtberg
    @paroj
    Marcel Gangwisch
    @mgangwisch

    @mgangwisch the Terrain Component has not yet been wrapped for SWIG. You can take a look at the RTSS, for the required interface file: https://github.com/OGRECave/ogre/blob/master/Components/RTShaderSystem/include/OgreRTShader.i

    @paroj thank you for outlining the necessary steps! - I'm trying to wrap the terrain component for SWIG.

    Kévin Alexandre Boissonneault
    @KABoissonneault
    Hello, I'm working on an Ogre 2.2 ImGui binding. The only thing I got left so far is that I'm setting shaders through HighLevelGpuProgram, but for some reason, it won't recognize my "sampler" named constant. It seems it used to work, as for this part I'm basically doing what an Ogre 2.1 binding did (https://bitbucket.org/ChaosCreator/imgui-ogre2.1-binding/src/master/ImguiManager.cpp, see the createMaterial function, especially pixelShaderSrcD3D11 and setNamedConstant("sampler0", 0)).
    Anyone has an idea what happened there? Is there a new way in 2.2 that I can set the sampler value? The render is complaining otherwise
    Kévin Alexandre Boissonneault
    @KABoissonneault
    For more info, if I don't set a value for "sampler0", I get this RenderingAPIException "error"
    D3D11 device cannot draw indexed
    Error Description:ID3D11DeviceContext::DrawIndexed: The Pixel Shader unit expects a Sampler to be set at Slot 0, but none is bound. This is perfectly valid, as a NULL Sampler maps to default Sampler state. However, the developer may not want to rely on the defaults. 
    
    Active OGRE shaders:
    VS = imgui/VP/D3D11
    FS = imgui/FP/D3D11
    siN
    @sindev95
    hi guys
    i have a model ( as parts ) i want to link each entity and combine then into a single one
    how can i do it?
    Hasan Gücüyener
    @Osein
    anyone accomplished to run on os x? Every one of the tutorials are either have missing links or incomplete for beginners
    I am a beginner when it comes to cmake and I cant get this thing running :(
    siN
    @sindev95
    @Osein if you have downloaded ogre3d src and extracted it somewhere go to that folder and run this command
    mkdir build && cd build && cmake ..
    of course if you have the needed libs and cmake installed it will work fine
    after that u need to run this
    make -j 8
    8 is core number
    check how many cores u have
    last thing is
    sudo make install
    this is the command for the cpu info : sysctl -a | grep machdep.cpu
    cpu.core_count: 8 ( core number )
    Hasan Gücüyener
    @Osein
    image.png
    this is when I type sudo make install
    siN
    @sindev95
    @Osein you have to fix these errors sorry , i can't help unless i see the process you did
    Hasan Gücüyener
    @Osein
    full terminal output would be enough?
    I just download 2.2.3 release
    create and cd into build folder then cmake .. && make -j 8
    Marcel Gangwisch
    @mgangwisch
    @paroj I created the interface file for the Terrain Component; I think so far its working. But in general I get a lot of access violations using Ogre with C# and SWIG. Do you have an idea, how to fix this?
    Marcel Gangwisch
    @mgangwisch
    @paroj maybe its due to the fact that csharp does not support multimaps?
    Pavel Rojtberg
    @paroj

    I created the interface file for the Terrain Component; I think so far its working.

    can you create a pull-request with the changes?

    But in general I get a lot of access violations using Ogre with C# and SWIG. Do you have an idea, how to fix this?

    if you open an issue with some sample code for such an access violation, I will take a look.

    siN
    @sindev95
    @paroj hi, i have a model ( as parts ) i want to link each entity and combine then into a single one , how can i do it ?
    Pavel Rojtberg
    @paroj
    with blender probably
    siN
    @sindev95
    @paroj parts can be changed in the game ( customization )
    that's why i did that
    Pavel Rojtberg
    @paroj
    ah, I see - you should create a new manual mesh and add the submeshes that you want to that
    siN
    @sindev95
    @paroj is there any example out there for this ? i tried but still failed
    Pavel Rojtberg
    @paroj
    unfortunately, no
    Pavel Rojtberg
    @paroj

    @mgangwisch

    I created the interface file for the Terrain Component; I think so far its working.

    can you create a pull-request with the changes?

    But in general I get a lot of access violations using Ogre with C# and SWIG. Do you have an idea, how to fix this?

    if you open an issue with some sample code for such an access violation, I will take a look.