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    siN
    @sindev95
    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 ?
    SNiLD
    @SNiLD
    you can if you want/need to
    but no matter what scenemanager you choose, create cameras, entities, scenenodes etc through the scenemanager so the scenemanager can give you correct instances of them
    then changing scenemanager is not a problem
    (but that's not the only reason, all of the objects are really tightly tied to the scene manager)
    siN
    @sindev95
    well what my idea is
    to create the Landscape