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    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
    and play with'em
    SNiLD
    @SNiLD
    you should always create cameras, entities etc through the scenemanager
    siN
    @sindev95
    so you mean i shouldn't be using Octree at all in my own scenemanager
    or you mean i should add'em to it ?