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    Claire Jervert
    @CJervert_twitter
    Yes i am using Maya
    Guillermo Ojea Quintana
    @sercero
    I am not familiar with Maya or its exporter.
    If you can share the model I might take a look at it importing it in Blender and seeing if it exports better through that software. Or you could try it yourself.
    Claire Jervert
    @CJervert_twitter
    Ill try. What file extension should i use to export to Orge 3D and what scale should it be.
    Guillermo Ojea Quintana
    @sercero
    The exporter should set the extension automatically. There should be a .mesh for every mesh a .skeleton for every armature
    The scale depends on what consistent scale you are using in Maya and in the game. In my case every Blender unit is a meter and that is the same in the game
    I know that the Blender default cube is 2 meters across so I use that as a reference
    Claire Jervert
    @CJervert_twitter
    I imported the fbx into Blender and the rig seem quite messed up with the rig joints outside of the face.
    Pavel Rojtberg
    @paroj
    you could try to import the fbx directly using the assimp plugin: https://www.ogre3d.org/2020/09/20/ogre-1-12-9-released
    Guillermo Ojea Quintana
    @sercero
    @paroj suggestion is good. I purchased the Better FBX plugin for Blender because the default is not very good.
    Claire Jervert
    @CJervert_twitter
    Gillermo, this is a little over my head. Can i send you the model via WeTransfer. For your eyes only.
    Guillermo Ojea Quintana
    @sercero
    OK
    Claire Jervert
    @CJervert_twitter
    Whats your email?
    Guillermo Ojea Quintana
    @sercero
    Adrian Edwards
    @MoralCode
    does anyone know of a guide or rough outline for how to take a DirectX C# project and translate it to OGRE so that the project can be made cross-platform?
    Claire Jervert
    @CJervert_twitter
    Guillermo. About 20 minutes
    Claire Jervert
    @CJervert_twitter
    Resent new files the previous ones were earlier versions of the files. Thanks.
    Guillermo Ojea Quintana
    @sercero
    @MoralCode OGRE3D hast C# bindings and also there is MOGRE (but I think it is outdated). You will have to convert your code to use the OGRE API which abstracts you from the DirectX API and you will have to also do something about your shaders. One option is to use CG which is not being supported since 2012, another option is porting your shaders to GLSL and another option (more recent) is using the newfangled OGRE unified shader (the language is similar to GLSL).
    @MoralCode I think it is better that you ask this in the forums to get better help. You can start here: https://ogrecave.github.io/ogre/api/latest/tutorials.html
    crjc
    @crjc

    I tried doing

    sceneManager->setFog(Ogre::FOG_LINEAR);

    In Ogre 2.3, however it doesn't seem to have done anything, is there something that I might of missed?

    Guillermo Ojea Quintana
    @sercero
    crjc
    @crjc
    Ah thanks, so setFog isn't supposed to actually do anything?
    Guillermo Ojea Quintana
    @sercero
    I know that in OGRE 1.x setFog only works if your materials use the Fixed Function Pipeline. That's why I assumed that in OGRE 2.x the function wouldn't even exist
    But I think that it is possible to pass a fog parameter to your shaders in OGRE 1.x. It seems that in 2.x as well
    Neonit
    @Neonit
    Can somebody explain to me, why the tutorial code in Samples/2.0/Tutorials/Tutorial01... (also 02 and 03) only defines MainEntryPoints::createSystems() on Apple and IOS? This leads to a linker error on Windows, because the method never gets defined elsewhere. Or did I miss something?
    (Also, at least in Tutorial01, MainEntryPoints::getWindowTitle() is also missing on all platforms)
    crjc
    @crjc
    _getDerivedScale is returning +inf values when I'm loading a skeleton with the Ogre_glTF plugin. Does anyone know a work around: Ybalrid/Ogre_glTF#32 ?
    Matías N. Goldberg
    @matiasgoldberg_twitter

    Can somebody explain to me, why the tutorial code in Samples/2.0/Tutorials/Tutorial01... (also 02 and 03) only defines MainEntryPoints::createSystems() on Apple and IOS? This leads to a linker error on Windows, because the method never gets defined elsewhere. Or did I miss something?

    Hi @Neonit ! Sorry for late reply

    Tutorial01 never calls MainEntryPoints::mainAppSingleThreaded nor MainEntryPoints::mainAppMultiThreaded as it defines its own custom main loop for tutorial purposes.

    (i.e. INT WINAPI WinMainApp does what mainAppSingleThreaded would do). It does on iOS because iOS was adding too much complexity for a tutorial.

    It shouldn't give you linker errors; but I think I see how it may be possible. What compiler were you using? And was it Debug or Release? x64 or x86?
    Cheers

    Neonit
    @Neonit
    @matiasgoldberg_twitter MSYS2 gcc, I think it's RelWithDebInfo (so basically Release) and x64.
    Neonit
    @Neonit
    Aah, now that I re-read and understood, what you wrote, it is clear to me. It's because I also compiled System/Desktop/* into the tutorial, although they aren't used.
    So nevermind then and thanks for the answer.
    J.V.
    @JV81608177_twitter
    Hi, i'm new in here, does Ogre has a FBX importer ?
    Guillermo Ojea Quintana
    @sercero
    The latest OGRE 1.x versions can use assimp: https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
    I don't know how good is the FBX support
    J.V.
    @JV81608177_twitter
    Cool
    Thanks
    J.V.
    @JV81608177_twitter
    How does Ogre compares with Urho3d ? I'm trying to decide which codebase i should study
    Guillermo Ojea Quintana
    @sercero
    It depends on what you want to do. Urho3D is a complete game engine not only with graphics but also physics and sound
    Besides Urho3D also has an Iverse Kinematics solver integrated and two scripting languages supported
    If you plan to use OGRE3D you will have to integrate the libraries to do that yourself
    In the case you plan to go for Urho3D, check out also rbfx (Urho rebel fork) it seems that it is getting more support
    OGRE3D is "just" a 3D rendering engine, it does a lot but to get to a full game engine is quite a lot of work...
    J.V.
    @JV81608177_twitter
    Thanks
    Where can i find ogre's roadmap ?
    Guillermo Ojea Quintana
    @sercero
    For OGRE 1.x you can check here: https://github.com/OGRECave/evolution
    Also in the issues you can see the ones marked with 1.13: https://github.com/OGRECave/ogre/issues
    I don't know about OGRE 2.x
    J.V.
    @JV81608177_twitter
    I'm considering using Ogre to study computer graphics