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General Discussion | Forum profile
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Forum profile page for General Discussion on http://www.ogre3d.org.
This report page is the aggregated overview from a single forum: General Discussion, 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 "General Discussion" 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.
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Posting activity on General Discussion:
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3 Months
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Threads:
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42
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195
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500
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Post:
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119
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675
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1,627
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General Discussion Posting activity graph:
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Top authors during last week:
user's latest post:
DeleD Is Going Open Source
Published (2009-11-25 20:39:00)
Parts of it anyway: DeleD Community Edition. Which means that you need to shell out if you want 'pro' features. But it's great. Delphi is not a problem - for me anyway.
user's latest post:
should a graphics engine have a...
Published (2009-11-25 20:58:00)
It's a valid question. it could reasonably be argued that anything on "this" side of the RenderSystem API (where "RenderSystem API" includes the mesh and material/script-support classes required to support rendering and loading of rendering resources) doesn't belong in Ogre's core.
user's latest post:
OGRE + Visual C++ 2008: all I...
Published (2009-11-23 19:59:00)
xavier wrote: Well, no, you said that you looked at all the links but couldn't understand them. I understand your enthusiasm over this -- but you will find it much more rewarding and far less frustrating if you enter the arena armed for battle. All of this fuss over development tools and what library should I use yada yada? Entirely immaterial at this point. Don't worry about it right now. All you need right now is a web browser...
user's latest post:
Slow down Character turning
Published (2009-11-22 15:05:00)
this is owesome. Thank You very much Danoli3. I will study the code any will integrate with mine. If i face any difficulties I will put it here. Thanx again.
user's latest post:
3D stereo rendering withDepthQ...
Published (2009-11-26 16:24:00)
The point of the stereo manager was to allow stereo rendering without any support from the driver Nvidia driver does wild guess and try to react upon it. Better support it really so that you can handle 3d effect much better. It seems to me that they code "profiles" for each AAA games in the driver, and even there games supporting it directly are rendered much better, and much more optimized, sharing shadow buffer for...
user's latest post:
Are there commercial GUI options...
Published (2009-11-19 17:05:00)
Sorry. Well yeah, I know. But is it not possible to do swfs on windows but run the final application on linux?
user's latest post:
Remove dependencies for build...
Published (2009-11-24 17:04:00)
Indeed. And thats all dandy. I think you misunderstand what I mean though. Ogre is not the main part of the "sdk", it is one part of it. There is plenty of stuff in it, some that might be used for some projects and some that wont. It inlcudes all kinds of libraries and tools that are multiplatform with all bells and whistles. When I go into that directory and issue my make commands. I want it to build the libraries with my...
user's latest post:
OGRE + Visual C++ 2008: all I...
Published (2009-11-24 10:26:00)
xavier wrote: Not really. Your advice would be useful for someone with some knowledge of game development. Snazzy tools and engines will be no less confusing to the OP, just because they have slick interfaces. Depends if you want to make a game or learn about game engines. Unity presents you with modern engine concepts in an unobtrusive way. While also not doing anything for you in a hidden 'game maker/wizard' type of way. I'd...
user's latest post:
Ogre VS IRRLICH VS PANDA 3D
Published (2009-11-25 20:03:00)
emekapa wrote: PERFORMANCE, Ogre. emekapa wrote: COMMUNITY, Ogre. emekapa wrote: INTEGRATION WITH MULTIMEDIA FILES, Ogre. emekapa wrote: POSSIBILITY OF CALLING WEBSERVICES, and OOP. Torusknot (not free) I may be a tad biased.
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Latest active threads on General Discussion::
Started 3 days, 1 hour ago (2009-11-25 20:39:00)
by jacmoe
Parts of it anyway: DeleD Community Edition. Which means that you need to shell out if you want 'pro' features. But it's great. Delphi is not a problem - for me anyway.
Started 3 days, 2 hours ago (2009-11-25 19:25:00)
by jacmoe
Take your pick. The only way of finding out, is to try each one. Panda3D seems to be a complete game engine. IrrLicht is less of a game engine, but still more of a game engine than Ogre. Both Panda and IrrLicht are easier to use, but if you need control - and can handle the game engine yourself, choose Ogre.
Started 1 day, 18 hours ago (2009-11-27 04:16:00)
by nullsquared
If you can, get MSVC 2008 Professional (for example, some schools give students free access via Microsoft's Dreamspark program). Otherwise, get the Express Edition.
Started 1 day, 2 hours ago (2009-11-27 20:10:00)
by PaddyWagon
Do you not have to give your destination normalImage any dimensions? Just a guess since I don't use libnoise.
Started 1 day, 2 hours ago (2009-11-27 20:12:00)
by stealth977
You dont need to port Directx to Qt. If you are using OGRE, just create a window in Qt and then pass its handle to OGRE to create the window, thats it, you dont have to handle with directx or opengl, OGRE does it for you... Ismail TARIM
Started 1 day, 17 hours ago (2009-11-27 05:19:00)
by Kaze Youkai
1. I believe this is the case, yes 2. AFAIK, the internal raycasting is done on an AABB basis. You need to get down to the polygon level yourself, if you so desire. There are topics on this--a good forum search should come up with some answers 3. Perhaps--I've never examined this myself, but it makes sense. There's no reason to assume your raycast is concerned ONLY with things in the view frustum...
Started 2 days, 11 hours ago (2009-11-26 10:26:00)
by Thieum
Hi! It seems that the demo was made with my stereo manager and and interlaced setting. Currently Ogre and the stereo manager do not support the opengl settings needed for shutter glass stereo. I'm afraid you can't run this demo with your projector at the moment However there is a patch for ogre to the opengl quad buffer stereo : viewtopic.php?f=1&t=2166 but i have understood that you need a...
Started 2 days, 11 hours ago (2009-11-26 11:13:00)
by tuan kuranes
No rule of thumb... smaller texture, less instructions, etc... check nvperhud,pix,gpuperfstudio tools in order to get precise profiling, that's the way. i) yes, contributions surely welcome ii) yes, contributions surely welcome (sure ogre doesn't do this, even the "cheap" bloom technique ? didn't checked.) iii) search "summed area table". If you read " bilateral filters" and "edge aware blur"...
Started 2 days, 12 hours ago (2009-11-26 09:40:00)
by Danoli3
@ 1. I had a similar problem in the game i'm in development of. First if you haven't and if possible make your scene static geometry, (puts all the entity's / pass / shadows) into 1 batch. Example: Code: Select all Entity* pModel1 = pSceneMgr->createEntity("Model1", "Model1.mesh"); Entity* p Model2 = pSceneMgr->createEntity("Model2", "Model2.mesh"); Entity* pModel3 = pSceneMgr->createEntity...
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Hot threads for last week on General Discussion::
Started 5 days, 15 hours ago (2009-11-23 06:32:00)
by xavier
Then you probably have a long way to go. You need to get a base of understand first. Start here: http://www.amazon.com/Game-Coding-Compl ... 821&sr=8-1 After making it through that, if you have Ogre-specific questions, feel free to return here.
Started 3 days, 2 hours ago (2009-11-25 19:25:00)
by jacmoe
Take your pick. The only way of finding out, is to try each one. Panda3D seems to be a complete game engine. IrrLicht is less of a game engine, but still more of a game engine than Ogre. Both Panda and IrrLicht are easier to use, but if you need control - and can handle the game engine yourself, choose Ogre.
Started 5 days, 5 hours ago (2009-11-23 16:45:00)
by jacmoe
Why not? I mean, disc space is cheap. What you're saying makes sense for larger dependencies, like Ogre itself, Qt, wxWidgets, etc. But not for small utility libraries. IMO. As for non hardcoded paths: that's the way CMake works. There's no way around that. Once it has generated a set of build scripts, you can't move the directory. However, CABAListic hasn't commented on this yet, so let's ...
Started 3 days, 1 hour ago (2009-11-25 20:39:00)
by jacmoe
Parts of it anyway: DeleD Community Edition. Which means that you need to shell out if you want 'pro' features. But it's great. Delphi is not a problem - for me anyway.
Started 2 days, 11 hours ago (2009-11-26 10:26:00)
by Thieum
Hi! It seems that the demo was made with my stereo manager and and interlaced setting. Currently Ogre and the stereo manager do not support the opengl settings needed for shutter glass stereo. I'm afraid you can't run this demo with your projector at the moment However there is a patch for ogre to the opengl quad buffer stereo : viewtopic.php?f=1&t=2166 but i have understood that you need a...
Started 1 week, 2 days ago (2009-11-19 14:51:00)
by jacmoe
Why would you use that ? It's a weird choice, for an indie..
Started 1 day, 18 hours ago (2009-11-27 04:16:00)
by nullsquared
If you can, get MSVC 2008 Professional (for example, some schools give students free access via Microsoft's Dreamspark program). Otherwise, get the Express Edition.
Started 1 week, 1 day ago (2009-11-20 18:20:00)
by jacmoe
Spread the rotation over multiple frames, just like you do with the translation.
Started 3 days, 1 hour ago (2009-11-25 20:58:00)
by xavier
It's a valid question. it could reasonably be argued that anything on "this" side of the RenderSystem API (where "RenderSystem API" includes the mesh and material/script-support classes required to support rendering and loading of rendering resources) doesn't belong in Ogre's core.
Started 2 days, 11 hours ago (2009-11-26 11:13:00)
by tuan kuranes
No rule of thumb... smaller texture, less instructions, etc... check nvperhud,pix,gpuperfstudio tools in order to get precise profiling, that's the way. i) yes, contributions surely welcome ii) yes, contributions surely welcome (sure ogre doesn't do this, even the "cheap" bloom technique ? didn't checked.) iii) search "summed area table". If you read " bilateral filters" and "edge aware blur"...
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