yeah, that alone produces only black screen (except for overlays, they can be enabled)
the way scene is rendered in the SSAO example is not translatable to the way SSAO is used in filament because in the sample SSAO is "post process effect" but in filament the SSAO must be passed as texture and the scene must be rendered normally
so as i understand what should be done is first render the scene once with GBuffer scheme, then run the SSAO compositor to get SSAO, then clear the depth buffer (possible others as well?) and render the scene normally with the default scheme
however it's still unclear to me how to do this in ogre
currently enabling the compositor in correct order and having custom compositor as last one that renders the scene again almost works (skyx is rendered, but hydrax is not)
oh! but it was because i was clearing to depth_value 0.0
i though i needed to do that when using reverse z-buffer
Hello y'all, I am working on a simulation development project using Ogre 1.9.0 for graphics. Many capabilities currently work, however I am running into issues trying to set up textures on geometries. Specifically, using Ogre::Image::load("image.png" , "valid_path...") is yielding an error for me: "SystemError: OGRE EXCEPTION(7:InternalErrorException): Error decoding image in FreeImageCodec::decode at .../OgreFreeImageCodec.cpp". Any help figuring out this problem and what could be causing it would be greatly appreciated!
If it helps, I am trying to use Ogre 1.9.0 on RHEL 6, which is not listed as a supported OS for Ogre (although Fedora is). I am not sure if this could be causing issues or not, because the issue I stated above is only one of many I am having.
you need freeimage codec and with that old version of ogre you probably need sufficiently old version of freeimage as well