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Repo info
Activity
    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
    @SNiLD can u gimme the path for the file ?
    siN
    @sindev95
    is it samples/simple/include/terrain.h ?
    oh yeah that wasn't from image though, it generates random noise at: https://github.com/OGRECave/ogre/blob/master/Samples/EndlessWorld/src/PerlinNoiseTerrainGenerator.cpp
    but yeah instead of the noise you'd just read from the file
    siN
    @sindev95
    ill try to work around that
    cause there's a skybox
    grass
    tiles
    path
    water
    ..etc
    spawn points
    creatures
    i want to take these into account
    SNiLD
    @SNiLD
    can be done, Ogre::Terrain is surprisingly powerful
    siN
    @sindev95
    strange that there aint much resources about ogre3d
    the docs aren't good too
    i have to go around the samples and the core to understand everything
    SNiLD
    @SNiLD
    we use it in a simulation with 20km x 20km visibility to all direction with millions of trees, sea safety equipment, sea, city models, etc
    siN
    @sindev95
    what is the octreescenemanager
    SNiLD
    @SNiLD
    yeah, most stuff has to be done by reading the source code, although the documentation has improved a lot after paroj took over
    it reads in the class definition
    siN
    @sindev95
    would be much better if there's ytb tuts or more articles on it
    i mean the engien
    SNiLD
    @SNiLD
    we use the default scene manager as other really don't provide any improvement on open scenes
    siN
    @sindev95
    engine*
    Guillermo Ojea Quintana
    @sercero
    Check the wiki also
    siN
    @sindev95
    @SNiLD what i did for now is
    Guillermo Ojea Quintana
    @sercero
    Octree Scene manager was though as an optimization, but eventually it was found out that culling by brute force was best
    siN
    @sindev95
    create a SceneManagerCamera which is : public OctreeCamera
    and the SceneManager is : public OctreeSceneManager