[SoC 2009 - Accepted] Unified Samples Framework & Browser

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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by Noman »

omniter wrote:Good stuff, Noman! :D Though, are you sure it's a good idea to remove the GUI sample? We don't want people to get the wrong idea about the tray system being used to "replace" CEGUI. It's not a full GUI system.
The OGRE team decided to drop CEGUI as a dependency for ogre starting with 1.7... I'm not sure if a CEGUI sample is needed if this is the case.

By the way, I was running OpenGL most of the time, and when I switched to directx i noticed that stencil shadows stopped working properly. Can anyone confirm this?
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by boyamer »

Yep,me!! Stencil shadows doesn't work at all,this is how they look

Image
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

This is true for me as well. Also, what's that new panel that's in the center of every sample now? It's terribly distracting. Why not put it in the details panel that already exists?
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

You have to teach them, Omniter. :)
I bet it's Assaf.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

I'll fix it if necessary. I just wanted to check if it was intended to be that way for a good reason. If there are no objections, can I merge it into the details panel?
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by sinbad »

The new trays certainly don't replace CEGui, but we've decided nto to include it in our dependencies anymore so that means no specific GUI demo. CEGui itself has demos that people can use & test on Ogre so that's a better place for them anyway.

The new panel is for Nir's RTSS, and yeah I hid it away in my Terrain sample too. It can probably be merged with the detail panel that is only displayed on demand.

And yeah, Dx9's stencil shadows appear to be broken right now, GL's are fine. Not sure when that happened, unfortunately we were without a stencil shadow demo for a while so no-one was checking it. I'll put it on the buglist.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by Noman »

I hope to be able to have a closer look at it in the coming days. I'm pretty backed up until the end of the month (exam period) but I'll hopefully find a few hours to have a look.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Merged. :D That is much better.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by sinbad »

Normally OT, but since it was raised here: Dx9 stencil shadows are now fixed in 1.7.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Hoorah! :D
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by xadhoom »

Is there a specific reason why the VolumeTex demo camera does not have a fixed yaw axis?

Code: Select all

mCamera->setFixedYawAxis(false);
This leads to a roll effect when looking around...

Also I´m not sure if the current sliders have any effect on the texture (at least its hardly visible).

xad
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

I didn't write that sample, but my guess is that the author intended for the yaw axis to be unfixed. It provides a spacey feeling, which works pretty well for this sample. Also, the sliders have a very noticeable effect on the textures here. I'm not sure why they do not at your end, xad. :?
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

So today, I cleaned up the GUI in some samples, fixed a bug, and I also added a new method, SdkSample::setDragLook. Before, you had to copy and paste about 40 or so lines of code to get drag-look working properly. Now, you just have to call setDragLook(true). The reason I didn't make this a third camera style is because 1) it is essentially just free-look, with a condition, and 2) it involves the cursor, and I didn't want SdkCameraMan to depend on SdkTrays.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by xadhoom »

omniter wrote:I didn't write that sample, but my guess is that the author intended for the yaw axis to be unfixed. It provides a spacey feeling, which works pretty well for this sample. Also, the sliders have a very noticeable effect on the textures here. I'm not sure why they do not at your end, xad. :?
Hi omniter!

You are right, the slider do have an effect. Yesterday they didn´t and I figured out why:
- start Sample Browser
- start VolumeTex sample (everything works fine)
- press escape and stop the sample
- start VolumeTex sample again (the slider have no visible effect)

It seems to be related to improper cleanup as you raised in the developer forum generally.

Btw: I recommend to fix the yaw axis. Especially because of the skybox the effect is a bit weird.

xad
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Fixed and fixed. :)
TexturePtr::setNull does not clean up the dynamic texture. Use TextureManager::remove.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by boyamer »

Just to make note,Old TV compositor doesn't look well on OpenGL render system,please check the compositor sample..
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

Just wanted to say that I've just ported the OgreAppWizard to using SdkTrays and SdkCameraMan, and it was both enjoyable and easy.
Much cleaner and meaner now.
Thanks to you, Omniter, for creating a well-written, well-documented framework!
Thanks a lot. :)
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Ahahaha :lol: Thanks, and you're welcome. :D
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by spacegaier »

WTF!!! Thanks to jacmoe I just setup Ogre 1.7 on my PC and just wanted to have a quick look at your SampleBrowser, but then...








:shock:








:shock: :shock:







:shock: :shock: :shock:








:shock: :shock: :shock: :shock:








:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:





...BOUM. It blew me away. That thing is damn gorgeous!!! A really great contribution to the SDK! Thank you very much, Omniter, for making this great experience happen :D
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Spammer. :lol:
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by spacegaier »

Spammer? Well, yes, but that was really my first reaction. I've seen pictures and videos of it before, but actually getting your hands on it, is way better. As I said, you've done a really great job here and saying this is even worth using my 1.000th post in this forum here :) .
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Woa! Congrats! And I'm honoured. I still have a ways to go though. :D
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

I've found a bug in sdkCameraMan - should I post it here? :)

I think I'll do.

The problem is that the acceleration is hard-coded.
It works fine when setting the top speed higher than 20, but fails if we have a topspeed of 15.0f.
It's needed, because speeds over 20 is too fast for 1 unit == 1 metre scenes.
A speed below 20 results in the camera being stuck, or very difficult to persuade to move.

Could it be scaled?

Like accel value == mTopSpeed / 7.5f. (20 with mTopSpeed of 150)
And the velocity modifer == mTopSpeed / 15.0f. (10 with mTopSpeed of 150)

Those values were chosen based on the default mTopSpeed of 150.0f.

I think that's what the issue is - haven't recompiled with different settings.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

Of course, providing a means of setting the scaling factor would be a nice feature.
It shouldn't be hardcoded.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

Fixed:

Code: Select all

				// keep camera velocity below top speed and above zero
				if (mVelocity.squaredLength() > topSpeed * topSpeed)
				{
					mVelocity.normalise();
					mVelocity *= topSpeed;
				}
				else if (mVelocity.squaredLength() < 0.0000001) mVelocity = Ogre::Vector3::ZERO;
0.1 is way too high a value for an EPSILON at low speeds - changed it to 0.0000001, and it works! :)
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