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Developer talk | Forum profile

Forum profile page for Developer talk on http://www.ogre3d.org. This report page is the aggregated overview from a single forum: Developer talk, located on the Message Board at http://www.ogre3d.org. This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period. Additional forum profile information for "Developer talk" on the Message Board at http://www.ogre3d.org is also shown in the following ways:

1) Latest Active Threads
2) Hot Threads for Last Week

Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.

Site: Ogre Forums - Developer talk (site profile, domain info ogre3d.org)
Title: Developer talk
Url: http://www.ogre3d.org/phpBB2/viewforum.php?f=4
Users activity: 31 posts per thread
Forum activity: 43 active threads during last week
 

Posting activity on Developer talk:

  Week Month 3 Months
Threads: 43 151 468
Post: 120 422 1,428
 

Developer talk Posting activity graph:

Posts by:  day  week  month 

Top authors during last week:

Name
Posts
sinbad
22
user's latest post:
Ogre::Root::createFileStream Bugfix
Published (2009-12-22 15:57:00)
Oops, that's what happens when you copy & paste out of context I'm amazed my tests didn't fall over this.
CABAListic
12
user's latest post:
RT Shader System Component
Published (2009-12-22 14:48:00)
Note: I have for the moment set the RTShader component to be compiled as a shared library on Linux, unless the whole build is declared static. This solves the issues on Linux, but it's not an ideal fix because I haven't figured out why static linking causes the problems in the first place. The way that the samples are using the component, it shouldn't really matter.
masterfalcon
11
user's latest post:
Xcode templates Beta
Published (2009-12-22 08:14:00)
A new beta of the templates has been uploaded to sourceforge under the files section. Here is a direct link. https://sourceforge.net/projects/ogre/files/ogre-dependencies-mac/1.7/Ogre_Xcode_Templates_20091222.pkg.zip/download As usual, feedback/bugs are appreciated.
Nir Hasson
8
user's latest post:
RT Shader System Component
Published (2009-12-20 13:18:00)
Regarding the Linux crash - I just found out in the Samples CMakeLists.txt the following Code: Select all # Need to include resource files so that icons are linked    if (WIN32)       set(RESOURCE_FILES           ${OGRE_SOURCE_DIR}/OgreMain/src/WIN32/resource.h         ...
jos_t_tarigan
7
user's latest post:
Xcode templates Beta
Published (2009-12-20 22:33:00)
hi, so i solve this problem by just putting my project folder in the same path as the example folder, but then it come up with this error Code: Select all An exception has occurred: OGRE EXCEPTION(2:InvalidParametersException): Cannot find requested emitter type. in ParticleSystemManager::_createEmitter at /Users/steve/projects/Shoggoth_clean/ogre/Mac/Ogre/../../OgreMain/src/OgreParticleSystemManager.cpp (line 337) im not sure why i got this...
sparkprime
7
user's latest post:
Exception after fullscreen in...
Published (2009-12-21 19:14:00)
The longer code I pasted shouldn't have that problem though, no? It waits 3 seconds worth of render calls / message pumps and then calls setFullscreen, which also crashes for me. I'll try modifying the terrain sample in that way and see if it works for me though. I wonder if this could be something to do with the fact I'm not using OIS...
orhun
6
user's latest post:
NAN comparisons in X64 and...
Published (2009-12-16 17:10:00)
Was the crash on 32 bit builds?
Shadow007
5
user's latest post:
SampleFramework as a UnitTesting...
Published (2009-12-15 15:31:00)
sinbad wrote: Nice. I asked Bill Hoffman from CMake/CTest/VTK hwo they do this, because they run visual unit tests and I wondered how they handled variations between hardware (because there are always subtle ones). He said they have a database of iamges from different hardware setups where essentially a user can submit a new 'correct' one where there's a variation that doesn't matter, and the unit test just has to match...
Assaf Raman
5
user's latest post:
How to improve precision in a...
Published (2009-12-21 16:44:00)
setCameraRelativeRendering sounds exactly the same as this idea. Thanks for the answer. Sorry for your time.
bwillers
4
user's latest post:
Xcode templates Beta
Published (2009-12-18 18:33:00)
jos_t_tarigan wrote: i got 4 warnings, i cant understand what they mean. and also why i cant quit my program normally (by pressing cmd-q or right-click dock icon and press quit)? The only way to do it is to open activity monitor and press force quit. any idea? I just use the escape key to quit, if memory serves that behaviour is included in the basic template app. Regarding the warning messages, found a solution here...
 

Latest active threads on Developer talk::

Ogre Forums
Started 1 month ago (2009-11-18 17:13:00)  by Praetor
He may have been referring to me. I have been researching and prototyping occlusion systems for a few months now. CHC++ is something I've been looking into for that time, but haven't started implementing yet. I managed to get in touch with one of the original researchers who published the CHC++ paper (I talked to Oliver Mattausch). First there is another write-up about it in ShaderX7. I don't ...
Thread:  Show this thread (5 posts)   Thread info: CHC++ Size: 1,623 bytes
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Ogre Forums
Started 3 months, 4 weeks ago (2009-08-27 18:23:00)  by CABAListic
There were a few minor things which needed to be changed so that the patch compiles on Linux, I have attached an updated version of the patch. However, the generator doesn't quite seem to work. When I press F3 in either of the samples, I get the following error: Code: Select all An exception has occured: OGRE EXCEPTION(2:InvalidParametersException): Could not create gpu programs from render...
Thread:  Show this thread (204 posts)   Thread info: RT Shader System Component Size: 825 bytes
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Ogre Forums
Started 2 weeks, 5 days ago (2009-12-05 19:32:00)  by dark_sylinc
Nice, though I thought we'd assign odd numbers for unstable releases, and even numbers for stable ones (like most of open source communities do). Edit: That means I thought Cthugha would be released as 1.8, and Byatis as 1.9 for now, later to be changed to 1.10 Sampler matching with Cg / HLSL Currently you need to use ': register(s0)' etc to match up samplers and texture_unit entries ...
Thread:  Show this thread (39 posts)   Thread info: Introducing the OGRE 1.8 ('Byatis') roadmap Size: 1,226 bytes
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Ogre Forums
Started 1 week, 4 days ago (2009-12-14 09:41:00)  by Olemars
It's quite doable and CMake lets you generate 64bit project files out of the box. The only real hurdle is compiling 64bit versions of the dependencies. I have run into some minor issues that I've been meaning to post about here, but haven't found the time yet.
Thread:  Show this thread (4 posts)   Thread info: 64 bit enabled Size: 273 bytes
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Ogre Forums
Started 2 days, 22 hours ago (2009-12-22 13:53:00)  by CABAListic
Fixed, thanks.
Thread:  Show this thread (3 posts)   Thread info: Ogre::Root::createFileStream Bugfix Size: 14 bytes
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Ogre Forums
Started 2 months, 4 weeks ago (2009-09-26 23:22:00)  by Assaf Raman
Nice work!
Thread:  Show this thread (62 posts)   Thread info: Xcode templates Beta Size: 10 bytes
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Ogre Forums
Started 1 month, 3 weeks ago (2009-11-02 17:41:00)  by sinbad
I don't get this problem on trunk - start PlayPen non-fullscreen, hit "=" to go fullscreen, then hit '-' to go windowed again, all is fine. You could enabled the D3D9 debug runtime to get some more details.
Thread:  Show this thread (27 posts)   Thread info: Exception after fullscreen in trunk d3d9 Size: 229 bytes
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Ogre Forums
Started 4 months ago (2009-08-23 19:49:00)  by Assaf Raman
Nice work! Good idea to also commit to v1-6 branch.
Thread:  Show this thread (22 posts)   Thread info: scene_depth_range and shadow_scene_depth_range Size: 51 bytes
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Ogre Forums
Started 3 days, 19 hours ago (2009-12-21 16:39:00)  by Wolfmanfx
SceneManager changes Chaster's 'Portal Connected Zone' SceneManager added 'Camera relative rendering' option added so that in large scenes where you are far from the origin, precision issues on the GPU can be mitigated by only transforming objects relative to the camera. See SceneManager::setCameraRelativeRendering sounds similar.
Thread:  Show this thread (4 posts)   Thread info: How to improve precision in a large scene with multi-cameras Size: 357 bytes
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Ogre Forums
Started 3 days, 23 hours ago (2009-12-21 12:19:00)  by Assaf Raman
Can you compile only the first time you run - then reuse?
Thread:  Show this thread (3 posts)   Thread info: D3DXCompileShader is slooooow Size: 57 bytes
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Hot threads for last week on Developer talk::

Developer talk
Started 2 months, 4 weeks ago (2009-09-26 23:22:00)  by Assaf Raman
Nice work!
Thread:  Show this thread (62 posts)   Thread info: Xcode templates Beta Size: 10 bytes
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Developer talk
Started 3 months, 4 weeks ago (2009-08-27 18:23:00)  by CABAListic
There were a few minor things which needed to be changed so that the patch compiles on Linux, I have attached an updated version of the patch. However, the generator doesn't quite seem to work. When I press F3 in either of the samples, I get the following error: Code: Select all An exception has occured: OGRE EXCEPTION(2:InvalidParametersException): Could not create gpu programs from render...
Thread:  Show this thread (204 posts)   Thread info: RT Shader System Component Size: 825 bytes
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Developer talk
Started 1 week, 1 day ago (2009-12-16 23:42:00)  by Praetor
I believe this can be done in cmake by adding the definition to the project settings if Poco is enabled on windows. Defining the POCO_NO_UNWINDOWS is the correct way to solve the issue, so there isn't another solution.
Thread:  Show this thread (9 posts)   Thread info: Poco + Thread support compilation errors under windows Size: 218 bytes
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Developer talk
Started 1 week ago (2009-12-17 19:13:00)  by simply
I have the same issue with HEAD.
Thread:  Show this thread (9 posts)   Thread info: Crash on device resize,no restore Size: 32 bytes
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Developer talk
Started 4 months ago (2009-08-23 19:49:00)  by Assaf Raman
Nice work! Good idea to also commit to v1-6 branch.
Thread:  Show this thread (22 posts)   Thread info: scene_depth_range and shadow_scene_depth_range Size: 51 bytes
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Developer talk
Started 1 week, 3 days ago (2009-12-14 17:23:00)  by sinbad
I can't actually see why getIndexAscending would return a NaN in the first place, since the MeshLodUsage::value is only used as a comparison and is not assigned to the index. Of course determining why the MeshLodUsage::value ended up as NaN in the first place is worthy of investigation..
Thread:  Show this thread (16 posts)   Thread info: NAN comparisons in X64 and Floating Point Model (/fp:fast) Size: 288 bytes
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Developer talk
Started 3 days, 19 hours ago (2009-12-21 16:39:00)  by Wolfmanfx
SceneManager changes Chaster's 'Portal Connected Zone' SceneManager added 'Camera relative rendering' option added so that in large scenes where you are far from the origin, precision issues on the GPU can be mitigated by only transforming objects relative to the camera. See SceneManager::setCameraRelativeRendering sounds similar.
Thread:  Show this thread (4 posts)   Thread info: How to improve precision in a large scene with multi-cameras Size: 357 bytes
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Developer talk
Started 3 days, 23 hours ago (2009-12-21 12:19:00)  by Assaf Raman
Can you compile only the first time you run - then reuse?
Thread:  Show this thread (3 posts)   Thread info: D3DXCompileShader is slooooow Size: 57 bytes
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Developer talk
Started 2 days, 22 hours ago (2009-12-22 13:53:00)  by CABAListic
Fixed, thanks.
Thread:  Show this thread (3 posts)   Thread info: Ogre::Root::createFileStream Bugfix Size: 14 bytes
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Developer talk
Started 1 month, 3 weeks ago (2009-11-02 17:41:00)  by sinbad
I don't get this problem on trunk - start PlayPen non-fullscreen, hit "=" to go fullscreen, then hit '-' to go windowed again, all is fine. You could enabled the D3D9 debug runtime to get some more details.
Thread:  Show this thread (27 posts)   Thread info: Exception after fullscreen in trunk d3d9 Size: 229 bytes
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