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Using OGRE in practice | Forum profile

Forum profile page for Using OGRE in practice on http://www.ogre3d.org. This report page is the aggregated overview from a single forum: Using OGRE in practice, 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 "Using OGRE in practice" on the Message Board at http://www.ogre3d.org is also shown in the following ways:

1) Latest Active Threads
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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 - Using OGRE in practice (site profile, domain info ogre3d.org)
Title: Using OGRE in practice
Url: http://www.ogre3d.org/phpBB2/viewforum.php?f=5
Users activity: 26 posts per thread
Forum activity: 43 active threads during last week
 

Posting activity on Using OGRE in practice:

  Week Month 3 Months
Threads: 43 188 524
Post: 106 440 1,343
 

Using OGRE in practice Posting activity graph:

Posts by:  day  week  month 

Top authors during last week:

Name
Posts
bartiss
9
user's latest post:
How to do a flying island terrain ?
Published (2009-12-04 15:06:00)
I assume you want such a terrain mesh to be editable in your game editor (otherwise it's best to build such mesh in modeller program and export it in a several pieces). If so you have to use a ManualObject and set all vertices, normals and texture coordinates yourself. Then you have to add tools to split, divide, tasselate, de-tasselate, mapping and material editting etc. LODing is also a serious issue. All of this is not easy even If the...
skylad
8
user's latest post:
Blank screen in Tutorial 1
Published (2009-11-29 20:33:00)
Got it figured out. It was just some weirdness with the way that Eclipse was building the executable before running. It looked like it was re-building before running but I guess it wasn't...
kurty
8
user's latest post:
BtOgre - Simple, Thin...
Published (2009-12-03 19:09:00)
As you can see , i tried mNinjaBody->applyCentralForce(mTrans * evt.timeSinceLastFrame); but the result was that node and shape wasn't synchronised after few keyboard entries.
jargen
7
user's latest post:
New wiki article: Advanced Ogre...
Published (2009-11-28 13:31:00)
error log: Code: Select all 12:41:10: Creating resource group General 12:41:10: Creating resource group Internal 12:41:10: Creating resource group Autodetect 12:41:10: SceneManagerFactory for type 'DefaultSceneManager' registered. 12:41:10: Registering ResourceManager for type Material 12:41:10: Registering ResourceManager for type Mesh 12:41:10: Registering ResourceManager for type Skeleton 12:41:10: MovableObjectFactory for type...
spacegaier
6
user's latest post:
Blank screen in Tutorial 1
Published (2009-11-29 00:10:00)
skylad wrote: Nope still no dice...even without putting the robot in the scene if I just change the ambient light colour I don't see any change in the screen colour. Of course not. The light itself is not visible. So if there is nothing the light can shine on, the scene won't change via altering the lights. Did you have a look at the Ogre.log, e.g. to check whether all media files (meshes and materials) are loaded correctly (and...
nikki
6
user's latest post:
BtOgre - Simple, Thin...
Published (2009-12-03 21:17:00)
kurty wrote: As you can see , i tried mNinjaBody->applyCentralForce(mTrans * evt.timeSinceLastFrame); but the result was that node and shape wasn't synchronised after few keyboard entries. You don't have to multiply the force by timeSinceLastFrame.
chaosavy
5
user's latest post:
BtOgre - Simple, Thin...
Published (2009-12-04 04:10:00)
I did post in the bullet forum and did a bit of searching, turns out that trimeshes can't collide with trimeshes, so I can follow my original thought of shooting a triangle detecting ray when a ship that should be able to enter the landing deck collides with the carrier, or I was thinking of creating two seperate collision objects (yet in the same position) for the carrier, one convex, and one trimesh. The trimesh shape would be for...
dave2041
5
user's latest post:
OgreMax -> how to use the...
Published (2009-12-04 09:41:00)
use the "id" for the names of the hull scenenode also ?
tuan kuranes
4
user's latest post:
Shadow nightmare :)
Published (2009-11-27 16:01:00)
Or should I integrate the PSSM method first as written here Use that. PSSM goal is for outdoor scene.
jacmoe
4
user's latest post:
AI in Ogre
Published (2009-11-30 21:02:00)
Ogre is not going to get in your way. It only does the rendering bit - everything else is your job. Maybe you could tell us what features you'd like?
 

Latest active threads on Using OGRE in practice::

Ogre Forums
Started 4 days, 3 hours ago (2009-12-03 00:36:00)  by Morgoth
I'm a bit late here, but didn't wanted to start with bare hands, so I've done probably the biggest Google research in my life ;] I've started from searching 'Terrain Rendering' but all I found out is that in about 95-99% of conversations 'terrain' means 'heightmap-based terrain' so it's not what we need. BTW: We can put aside voxels because simple voxels don't have many details and Sparse Trees...
Thread:  Show this thread (4 posts)   Thread info: How to do a flying island terrain ? Size: 1,609 bytes
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Ogre Forums
Started 3 weeks, 6 days ago (2009-11-10 02:31:00)  by jacmoe
Really awesome - I like the idea of this! That reminds me of Abstractcoder and the tale of the lost camera system: viewtopic.php?f=1&t=46972&p=322741&hilit=abstractc oder+camera#p322741 viewtopic.php?f=1&t=20871&p=151165&hilit=abstractc oder+camera#p151165
Thread:  Show this thread (29 posts)   Thread info: Camera Control System plugin Size: 738 bytes
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Ogre Forums
Started 1 week, 3 days ago (2009-11-26 11:20:00)  by tuan kuranes
You have to increase depth shadow buffer precision. Use pssm, vsm (search wiki, forums for demo and code) to get better precision (only way on outdoor range) or disable self shadow... Transparent caster is possible, http://www.ogre3d.org/docs/manual/manual_15.html#S EC35
Thread:  Show this thread (16 posts)   Thread info: Shadow nightmare :) Size: 399 bytes
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Ogre Forums
Started 2 days, 18 hours ago (2009-12-04 09:41:00)  by dave2041
use the "id" for the names of the hull scenenode also ?
Thread:  Show this thread (2 posts)   Thread info: OgreMax -> how to use the same .scene file multiple times Size: 65 bytes
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Ogre Forums
Started 11 months, 1 week ago (2009-01-01 17:54:00)  by nullsquared
Very intriguing . Out of curiosity, how do you draw the debug geometry? I'm more of a Newton guy myself, but I'm sure someone will come across in need of a not-so-heavy integration for Bullet.
Thread:  Show this thread (136 posts)   Thread info: BtOgre - Simple, Thin Bullet-Ogre Connection (09.01.02) Size: 270 bytes
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Ogre Forums
Started 5 days, 12 hours ago (2009-12-01 15:30:00)  by xadhoom
viewtopic.php?t=48412 ?
Thread:  Show this thread (7 posts)   Thread info: many lights in a scene Size: 135 bytes
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Ogre Forums
Started 5 days, 12 hours ago (2009-12-01 15:37:00)  by Cougar
You might find this useful as a starting point: http://www.ogre3d.org/wiki/index.php/MovableText
Thread:  Show this thread (3 posts)   Thread info: Adding a flag to rendered objects Size: 200 bytes
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Ogre Forums
Started 4 months, 1 week ago (2009-07-30 14:09:00)  by Mr.Hankey
Thank you! This is exactly what I needed
Thread:  Show this thread (8 posts)   Thread info: Using TerrainSceneManager with btHeightfieldTerrainShape Size: 118 bytes
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Hot threads for last week on Using OGRE in practice::

Using OGRE in practice
Started 3 months, 3 weeks ago (2009-08-15 20:42:00)  by boyamer
Thank you very much,nice work.you've done well job.
Thread:  Show this thread (146 posts)   Thread info: New wiki article: Advanced Ogre Framework Size: 134 bytes
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Using OGRE in practice
Started 11 months, 1 week ago (2009-01-01 17:54:00)  by nullsquared
Very intriguing . Out of curiosity, how do you draw the debug geometry? I'm more of a Newton guy myself, but I'm sure someone will come across in need of a not-so-heavy integration for Bullet.
Thread:  Show this thread (136 posts)   Thread info: BtOgre - Simple, Thin Bullet-Ogre Connection (09.01.02) Size: 270 bytes
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Using OGRE in practice
Started 1 week, 1 day ago (2009-11-28 10:28:00)  by jargen
could you show us the code you are using
Thread:  Show this thread (9 posts)   Thread info: Blank screen in Tutorial 1 Size: 40 bytes
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Using OGRE in practice
Started 5 days, 12 hours ago (2009-12-01 15:30:00)  by xadhoom
viewtopic.php?t=48412 ?
Thread:  Show this thread (7 posts)   Thread info: many lights in a scene Size: 135 bytes
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Using OGRE in practice
Started 3 weeks, 6 days ago (2009-11-10 02:31:00)  by jacmoe
Really awesome - I like the idea of this! That reminds me of Abstractcoder and the tale of the lost camera system: viewtopic.php?f=1&t=46972&p=322741&hilit=abstractc oder+camera#p322741 viewtopic.php?f=1&t=20871&p=151165&hilit=abstractc oder+camera#p151165
Thread:  Show this thread (29 posts)   Thread info: Camera Control System plugin Size: 738 bytes
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Using OGRE in practice
Re: Derive from Root - 5 new posts
Started 1 week ago (2009-11-29 17:55:00)  by Klaim
Extending Ogre::Root is wrong : - it's not made to allow extension by inheritance; - it's fundamentally wrong because you want your engine to "use" the graphic rendering, not "be" the graphic rendering. As Ogre will act as an interface to your graphic rendering system, that is unique, you can access to Ogre::Root (and almost all Ogre managers) by it's unique instance as it's a Singleton class:...
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Using OGRE in practice
Started 1 week, 3 days ago (2009-11-26 11:20:00)  by tuan kuranes
You have to increase depth shadow buffer precision. Use pssm, vsm (search wiki, forums for demo and code) to get better precision (only way on outdoor range) or disable self shadow... Transparent caster is possible, http://www.ogre3d.org/docs/manual/manual_15.html#S EC35
Thread:  Show this thread (16 posts)   Thread info: Shadow nightmare :) Size: 399 bytes
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Using OGRE in practice
Re: AI in Ogre - 3 new posts
Started 6 days, 6 hours ago (2009-11-30 21:02:00)  by jacmoe
Ogre is not going to get in your way. It only does the rendering bit - everything else is your job. Maybe you could tell us what features you'd like?
Thread:  Show this thread (3 posts)   Thread info: AI in Ogre Size: 238 bytes
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Using OGRE in practice
Started 4 months, 1 week ago (2009-07-30 14:09:00)  by Mr.Hankey
Thank you! This is exactly what I needed
Thread:  Show this thread (8 posts)   Thread info: Using TerrainSceneManager with btHeightfieldTerrainShape Size: 118 bytes
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Using OGRE in practice
Started 5 days, 12 hours ago (2009-12-01 15:37:00)  by Cougar
You might find this useful as a starting point: http://www.ogre3d.org/wiki/index.php/MovableText
Thread:  Show this thread (3 posts)   Thread info: Adding a flag to rendered objects Size: 200 bytes
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