Porting ogre addns for Ogre 2.1

Problems building or running the engine, queries about how to use features etc.
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Kohedlo
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Re: Porting ogre addns for Ogre 2.1

Post by Kohedlo »

there is way to back to old 2.1 pure ogre without pso? :cry:
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Kohedlo
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Re: Porting ogre addns for Ogre 2.1

Post by Kohedlo »

ok. i think best way- is backup stable commit and wait stable pso.


let i continue developimg and galaxyengine and ET2 pre ported.
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dark_sylinc
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Re: Porting ogre addns for Ogre 2.1

Post by dark_sylinc »

It looks like your data folder was indeed broken.

PBS must have the Common and Pbs datafolders. And there should be no other files inside these folders other than the original ones. And merging these files into one folder can result in problems (since it can result in a different parsing order).
I also don't know why you had some files showed up as "(null)" which is very, very suspicious of bad folder setup.

The shaders have changed quite a bit between 2.1 and 2.1-pso; delete the folders and copy them again. Or just stick to 2.1, if you don't have time to deal with it.

Btw. this is the current state:
https://twitter.com/matiasgoldberg/stat ... 7344401408
Fast shadows 8) (shadow texture generation was traditionally / historically measured in seconds or even minutes. We're doing it under 2 ms for a 2048x2048 texture!).
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Kohedlo
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Re: Porting ogre addns for Ogre 2.1

Post by Kohedlo »

how to deals? is anybody run new terra?
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Kohedlo
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Re: Porting ogre addns for Ogre 2.1

Post by Kohedlo »

there tips for porting ogre addons.

Editable Terain is Ported!

http://www.ogre3d.org/forums/viewtopic.php?f=25&t=85880

let i start port Hydrac , Caeleum and skyX. and after artifexterra.
c++ game developer.
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