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    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
    but idk if this is a good idea
    Guillermo Ojea Quintana
    @sercero
    You could take a look at bgfx: https://github.com/bkaradzic/bgfx
    I think this site is a good start: https://learnopengl.com/
    Pavel Rojtberg
    @paroj
    for learning graphics I would recommend https://paroj.github.io/gltut/ because it gets the basics right - instead of just saying copy & paste this code to get that
    but probably I am biased since I keep that tutorial available nowadays
    Guillermo Ojea Quintana
    @sercero
    Yes, that is a great tutorial as well
    J.V.
    @JV81608177_twitter
    Thanks
    I'll take a look
    Neonit
    @Neonit
    I have this very short and simple test program where I create an Ogre window, then destroy it, then exit. It segfaults. https://gist.github.com/Neonit/b0a0c8d6e8b6345a13e166c5411297a5 Can someone tell me, why? It's Ogre 2.2.4.
    If I remove lines 14 and 16, there is no segfault.
    SNiLD
    @SNiLD
    Well you haven't loaded the OpenGL3PlusRenderSystem plugin at all
    But when you segfault it's usually more helpful to attach a debugger and see from there what's going on and what values each variable has
    Neonit
    @Neonit
    I have added the backtrace from the debugger as comment at the end of the gist.
    Maybe it's becaus I'm not loading the plugin. I'll try.
    SNiLD
    @SNiLD
    Also you shouldn't create OpenGL3PlusRenderSystem yourself, you get it from root (for example with getAvailableRenderers)
    (at least with Ogre 1)
    David Young-Chan Kay
    @DavidYKay

    Hey folks!

    My team and I are trying to render text to a 3D surface in OGRE 2.1. It seems we are having trouble properly calling datablock.setTexture(). I've typed up my situation in a gist if you'd like more information. https://gist.github.com/DavidYKay/2c70522f42a98d4672dc384b338cb7ac

    Many thanks for any help you may be able to offer.

    David Young-Chan Kay
    @DavidYKay

    Just got a response on the forums: https://forums.ogre3d.org/viewtopic.php?f=25&t=96100

    Will implement and update if need be. Thanks very much!

    Macoy Madson
    @makuto
    Hi, I've got a simple question: How do I sign up to edit the wiki?
    I wrote a tutorial for Ogre 2.3 that I thought would be good to have in the wiki.
    Macoy Madson
    @makuto
    (I will have to make some updates to match the community guidelines)
    Matías N. Goldberg
    @matiasgoldberg_twitter
    Just login using your forum's username and password:
    http://wiki.ogre3d.org/login
    Macoy Madson
    @makuto

    Invalid username or password

    I tried logging out and back in on the forum and didn't have any issues.
    Does it take a while for the forum account to propagate to the wiki or something? I only registered yesterday

    My username is macoy, in case that helps
    Michelangelo Conserva
    @MichelangeloConserva
    Hello everyone!
    I am integrating Bullet3 Physics into the Ogre renderer in Windows. At the moment I am trying to get the frameStarted function working.
    It kinda works in the sense that I am able to printf and move a mesh but after a second or so the application doesn't respond.
    51 replies
    siN
    @sindev95
    hi guys , anyone has a plugin to import mesh files into blender ?
    8 replies
    Jason
    @avengre
    For future reference, when building the Ogre 1.12 build, the dependencies automatically download and compile (which is very nice!), however they only build the release, and link the release builds of the dependencies to the debug projects causing linker errors... is there a cmake file that can be edited to have both the debug/release to be autobuilt rather than just the release build?
    4 replies