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    Macoy Madson
    @makuto
    I wrote a tutorial for Ogre 2.3 that I thought would be good to have in the wiki.
    (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
    tomluchowski
    @tomluchowski
    Here is example ambient lighting from https://learnopengl.com/Lighting/Basic-Lighting , but the real question is how do I forward the ambientStrength value from the game code to the fragment shader ..... I suppose I need to do it in the material file ... but how, what is the general mechanism of doing it ?
    void main()
    {
    //   float ambientStrength = 0.1;
        vec3 ambient = ambientStrength * lightColor;
    
        vec3 result = ambient * objectColor;
        FragColor = vec4(result, 1.0);
    }
    19 replies
    tomluchowski
    @tomluchowski
    Hello, how do I get the TBN matrix , that is matrix build from Tangent , Bitangent, and Normal of a vertex ? I spend lot of time figuring out that layout (location = 3) in vec3 aTangent; won't work in my GLSL program and yield a wrong value...
    5 replies
    tomluchowski
    @tomluchowski
    I do use Ogre 1.12.9 and Linux OpenSuse 15.1 .... , and of course OpenGL, OpenGL3Plus
    Grzegorz Futa
    @grzesiekmq
    Hi where to paste the amd_ags_x64.dll to what 'binary' folder?
    3 replies
    Christopher DiPaolo
    @Impulse21
    Hey, I am trying to create a VS solution for ogre-next by running the "build_ogre_Visual_Studio_16_2019_x64" script, however, it keeps erroring out. The Cmake error file only contains a single error stating "pthread.h not found". Am I missing a depedency?
    14 replies
    David Liu
    @r2dliu

    Has anyone managed to successfully link ogre libraries after building it statically on Windows?

    I successfully built both 1.12.10 from source and also tried this with 1.12.9 from vcpkg. I'm working on a crossplatform solution so using CMake/writing CMakeLists rather than visual studio tooling. I'm trying to compile the same code as from the bootstrap tutorial, so I'm doing
    find_package(OGRE REQUIRED COMPONENTS Bites RTShaderSystem)
    and later
    target_link_libraries(0_Bootstrap OgreBites OgreRTShaderSystem)

    Trying to run this gets me lots of errors similar to Target "0_Bootstrap" links to target "SDL2::SDL2" but the target was not found., indicating the dependencies are not linked correctly. (SDL2, ZLib, and Imgui are some of the libs in question that error)

    if I manually resolve them by doing a find_package(SDL2) and all the other missing packages, it still errors upon compilation. the command that fails is C:\...link.exe ...stuff... obj /out:src\0_Bootstrap.exe ...various.lib_files_being_linked... freetype.lib ...other.lib_files...

    which naturally isn't surprising because the linker has no idea where freetype.lib is. This seems odd though, seeing as how the find_package(OGRE) stuff should've handled all the includes and libraries for me. I spent a while hacking at doing it without find_package and copying what the generated OgreTargets.cmake file did, but it was tedious and sifting through the undefined references was painful.

    Is this a bug or am I missing something glaringly simple?

    14 replies
    J.V.
    @JV81608177_twitter
    Hi
    Does ogre supports DX12 ?
    Matías N. Goldberg
    @matiasgoldberg_twitter
    No. OGRE-next supports Vulkan, but no immediate plans for DX12 yet
    (and Vulkan support is in experimental phase yet, it's quite stable actually, but I wouldn't say ready for production yet)
    tomluchowski
    @tomluchowski
    https://ogrecave.github.io/ogre/api/1.12/class_ogre_1_1_material.html#a625d27ef43d359a6b4f2dc58a363af95 says it sets reflactense diffuse parameter for the pass .....How do I retrieve this parameter value inside my own fragment shader, is this ever possible for custom shader ? I have a C++ code which changes the color of a mesh material with setDiffuse setSpecular setAmbient for RTShaderMaterials. Now I try to migrate slowly to custom shaders and I don't want to overcomplicate it.
    LesnyRumcajs
    @LesnyRumcajs
    Hello, I wanted to try out the code from this post https://www.ogre3d.org/2020/12/24/augmented-reality-made-simple-with-ogre-and-opencv but unfortunately I get an error AttributeError: module 'cv2.cv2' has no attribute 'ovis. I have opencv-contrib-python installed, so I thought I am good to go? In the article it says that ovis is an OpenCV module.
    Pavel Rojtberg
    @paroj
    print(cv2.getBuildInformation())
    and check that ovis was enabled. Probably it was not and you would have to build opencv from source.
    LesnyRumcajs
    @LesnyRumcajs
    @paroj indeed, it's marked as unavailable. Thanks a lot!
    Sanyi
    @contle_gitlab
    I just started with Ogre. Created a simple tetrahedron mesh with xml format and converted it with the mesh converter. If I order the face indices anti-clockwise, ogre shows me the back faces, if clockwise, it shows as expected. I rechecked many times, cannot imagine why, when all tutors says to order anti-clockwise.
    Any ideas?
    3 replies
    Tomas Ayi
    @tomasayi
    Hi, I am starting with Ogre. I am using an Apalis i.MX8QM from Toradex. I'm running weston in a docker container, and in other container I have Ogre compiled. When I try to run SampleBrowser, i have the next error:
    Loading library /usr/local/lib/OGRE/RenderSystem_GL.so.1.12.11
    Installing plugin: GL RenderSystem
    OpenGL Rendering Subsystem created.
    Xlib: extension "GLX" missing on display ":0".
    Segmentation fault.
    6 replies
    I am relatively new with Linux but I want to learn. I need some ideas to know how to solve this
    Neonit
    @Neonit
    When running my program (which uses Ogre) from Visual Studio 2019, in the Output tab, it displays Ogre's output with an Ogre: prefix. The output on stdout from my code is not displayed. Any idea why that is? When I run the program from console, I see all the output.
    1 reply
    rrka
    @rrka
    Hello, does anyone have an example of simple integration dear imgui with 2.2+ opengl?
    XXxR4GALXxx
    @XXxR4GALXxx
    how to set zlib.dll and SDL2.dll as static library when OGRE_STATIC is ON?
    image.png
    Game.exe depends SDL2.dll and zlib.dll :(
    1 reply
    Chris Hall
    @chrishall_gitlab

    I'm also trying to get this tutorial to work: https://www.ogre3d.org/2020/12/24/augmented-reality-made-simple-with-ogre-and-opencv
    I'm trying to use docker for it. I first build opencv from source on ubuntu:20.04, to get ovis enabled I added:
    apt install libogre-1.12 libogre-1.12-dev, ARG OGRE_DIR=/usr/share/OGRE/cmake/modules/, touch /usr/lib/x86_64-linux-gnu/libOgreGLSupport.a. It builds fine, I can access it in opencv.

    However when I run: owin = cv2.ovis.createWindow("VR", (800,600)), I got a bunch of errors about missing zip files in /usr/share/OGRE/Media/packs/, so I downloaded all the missing files for the packs folder. Now I'm getting errors:

    owin = cv2.ovis.createWindow("VR", (800,600))
    libGL error: MESA-LOADER: failed to retrieve device information
    libGL error: Version 4 or later of flush extension not found
    libGL error: failed to load driver: i915
    libGL error: failed to open /dev/dri/card0: No such file or directory
    libGL error: failed to load driver: iris
    libGL error: MESA-LOADER: failed to retrieve device information
    libGL error: Version 4 or later of flush extension not found
    libGL error: failed to load driver: i915
    libGL error: failed to open /dev/dri/card0: No such file or directory
    libGL error: failed to load driver: iris
    libGL error: MESA-LOADER: failed to retrieve device information
    libGL error: Version 4 or later of flush extension not found
    libGL error: failed to load driver: i915
    libGL error: failed to open /dev/dri/card0: No such file or directory
    libGL error: failed to load driver: iris
    ---------------------------------------------------------------------------
    error                                     Traceback (most recent call last)
    <ipython-input-1-347dc5cb1e73> in <module>
          1 import cv2
    ----> 2 owin = cv2.ovis.createWindow("VR", (800,600))
    
    error: InternalErrorException: Unable to open zip file '/usr/share/OGRE/Media/volumeTerrain/volumeTerrainBig.zip' in load at /build/ogre-1.12-VXqDQG/ogre-1.12-1.12.4+dfsg1/OgreMain/src/OgreZip.cpp (line 221)

    Is OpenGL required? I've tried downloading the content that goes in /usr/share/OGRE/Media/volumeTerrain/, but it still can't load the zip even though I can see it. Do I need to use an older version of libogre?

    16 replies
    Neonit
    @Neonit
    Is there any helpful overview over Ogre 2's components (like window, viewport, camera, scene manager, compositor, ...), how, when and why they need to be initialized and e.g. where to search for this and that (who owns and manages the objects)? I find it a bit tedious to browse sample code and guess e.g. the original intention behind design choices or how components are related to each other.
    3 replies
    Neonit
    @Neonit
    In my current case I basically copied the initialization for resources, HLMS, scene manager, camera and compositor from the sample common code. Just tried to change the clear color in the call to Ogre::CompositorManager2::createBasicWorkspaceDef(), but the window stays white. I'm getting my nVidia FPS counter so I assume there is some rendering going on at least.
    liu17310753613
    @liu17310753613
    This message was deleted
    9 replies
    liu17310753613
    @liu17310753613

    Problem

    I'm so sorry to ask the stupid question.
    I can't find any document about "ogre java binding".
    so i wrote a java tutorial application referenced from BasicTutorial.cpp.
    i will be very appreciated,if any advice

    Code

    test.java

    import org.ogre.*;
    
    public class test {
        ApplicationContext applicationContext=null;
        InputListener inputListener=null;
        SceneManager sceneManager=null;
        ShaderGenerator shaderGenerator=null;
        Light light=null;
        SceneNode lightNode=null;
        Camera camera=null;
        SceneNode cameraNode=null;
        Entity ogreEntity=null;
        SceneNode ogreNode=null;
        public void init(){
            applicationContext=new ApplicationContext("fuck");
            inputListener=new InputListener();
            sceneManager=applicationContext.getRoot().createSceneManager();
            shaderGenerator=ShaderGenerator.getSingleton();
            light=sceneManager.createLight("MainLight");
            lightNode=sceneManager.getRootSceneNode().createChildSceneNode();
            camera=sceneManager.createCamera("mycam");
            cameraNode=sceneManager.getRootSceneNode().createChildSceneNode();
        }
        public void setup(){
            init();
            applicationContext.initApp();
            applicationContext.addInputListener(inputListener);
            shaderGenerator.addSceneManager(sceneManager);
            sceneManager.setAmbientLight(new ColourValue(0.5f,0.5f,0.5f));
            lightNode.attachObject(light);
            lightNode.setPosition(20f,80f,50f);
            camera.setNearClipDistance(5f);
            camera.setAutoAspectRatio(true);
            cameraNode.attachObject(camera);
            cameraNode.setPosition(0f,0f,140f);
            applicationContext.getRenderWindow().addViewport(camera);
        }
        public  void run(){
            try {
                setup();
                applicationContext.getRoot().startRendering();
                applicationContext.closeApp();
            }catch (Exception exception){
                System.out.println(exception.toString());
            }
    
        }
    }

    main.java

    public class main {
        public static void main(String[] args) {
           test t=new test();
           t.run();
        }
    }

    Compiler arguments

    C:\Users\liu17\.jdks\corretto-1.8.0_282\bin\java.exe 
    -Djava.library.path=F:\ogre-sdk-v1.12.11-vc15-x64\lib;
    F:\ogre-sdk-v1.12.11-vc15-x64\bin 
    "-javaagent:C:\Program Files\JetBrains\IntelliJ IDEA Community Edition 2020.3.2\lib\idea_rt.jar=54009:
    C:\Program Files\JetBrains\IntelliJ IDEA Community Edition 2020.3.2\bin"
    -Dfile.encoding=UTF-8 -classpath C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\charsets.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\access-bridge-64.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\cldrdata.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\dnsns.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\jaccess.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\jfxrt.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\localedata.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\nashorn.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\sunec.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\sunjce_provider.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\sunmscapi.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\sunpkcs11.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\ext\zipfs.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\jce.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\jfr.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\jfxswt.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\jsse.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\management-agent.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\resources.jar;
    C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\rt.jar;
    C:\Users\liu17\IdeaProjects\OgreTest\out\production\OgreTest;
    F:\ogre-sdk-v1.12.11-vc15-x64\share\java\Ogre-1.12.11.jar
    main

    Java Exception

    Exception in thread "main" java.lang.UnsatisfiedLinkError: org.ogre.BitesJNI.swig_module_init()V
        at org.ogre.BitesJNI.swig_module_init(Native Method)
        at org.ogre.BitesJNI.<clinit>(BitesJNI.java:848)
        at org.ogre.ApplicationContext.<init>(ApplicationContext.java:58)
        at test.init(test.java:15)
        at test.setup(test.java:25)
        at test.run(test.java:40)
        at main.main(main.java:4)
    36 replies
    liu17310753613
    @liu17310753613

    plugins.cfg

    # Defines plugins to load
    
    # Define plugin folder
    PluginFolder=.
    
    # Define plugins
     Plugin=RenderSystem_Direct3D9
     Plugin=RenderSystem_Direct3D11
     Plugin=RenderSystem_GL
     Plugin=RenderSystem_GL3Plus
     Plugin=RenderSystem_GLES2
    # Plugin=RenderSystem_Metal
    # Plugin=RenderSystem_Tiny
     Plugin=Plugin_ParticleFX
     Plugin=Plugin_BSPSceneManager
    # Plugin=Plugin_CgProgramManager
    # Plugin=Codec_EXR
     Plugin=Codec_STBI
    # Plugin=Codec_FreeImage
     Plugin=Plugin_PCZSceneManager
     Plugin=Plugin_OctreeZone
     Plugin=Plugin_OctreeSceneManager
     Plugin=Plugin_DotScene
     Plugin=Codec_Assimp
    SNiLD
    @SNiLD
    Is there a way to do "render scaling" in Ogre? I.e. I want Ogre to render the scene in 1080p resolution but I want the final output to the monitor be upscaled to 4K.
    Pavel Rojtberg
    @paroj
    this is trivial to do with a render_quad compositor
    SNiLD
    @SNiLD

    this is trivial to do with a render_quad compositor

    Doesn't sound like it can be solved with simple render_quad compositor unless I'm missing something. If I understand correctly _createRenderWindow forces the resolution that Ogre uses for rendering the scene and no matter what value I give for target_width_scaled for the compositor, it will be scaled back to the size of the RenderWindow created.

    siN
    @sindev95
    hi guys
    im trying to comple the tut1 src but im getiing
    error C4996: 'Ogre::Light::setDirection': was declared deprecated
    siN
    @sindev95
    nvm solved it
    Pavel Rojtberg
    @paroj
    Doesn't sound like it can be solved with simple render_quad compositor
    compositor DynamicResolution
    {
        technique
        {
            texture scene 1920 1080 PF_BYTE_RGBA
    
            target scene
            {
                input previous
            }
    
            target_output
            {
                input none
    
                pass render_quad
                {
                    material DynamicResolution
                    input 0 scene
                }
            }
        }
    }
    3 replies
    siN
    @sindev95
    do you guys have any idea how can i make a SceneManager where i have images for heights/walk/water which ill use to generate the scene based on ?
    im still reading about octree
    SNiLD
    @SNiLD
    TerrainSample in the sample browser does it like that
    siN
    @sindev95
    ok ill take a look
    ty