Porting ogre addns for Ogre 2.1
- Kohedlo
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Re: Porting ogre addns for Ogre 2.1
there is way to back to old 2.1 pure ogre without pso?
c++ game developer.
current project: Imperial Game Engine 2.5
current project: Imperial Game Engine 2.5
- Kohedlo
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Re: Porting ogre addns for Ogre 2.1
ok. i think best way- is backup stable commit and wait stable pso.
let i continue developimg and galaxyengine and ET2 pre ported.
let i continue developimg and galaxyengine and ET2 pre ported.
c++ game developer.
current project: Imperial Game Engine 2.5
current project: Imperial Game Engine 2.5
- dark_sylinc
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Re: Porting ogre addns for Ogre 2.1
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 (shadow texture generation was traditionally / historically measured in seconds or even minutes. We're doing it under 2 ms for a 2048x2048 texture!).
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 (shadow texture generation was traditionally / historically measured in seconds or even minutes. We're doing it under 2 ms for a 2048x2048 texture!).
- Kohedlo
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Re: Porting ogre addns for Ogre 2.1
how to deals? is anybody run new terra?
c++ game developer.
current project: Imperial Game Engine 2.5
current project: Imperial Game Engine 2.5
- Kohedlo
- Orc
- Posts: 435
- Joined: Fri Nov 27, 2009 3:34 pm
- Location: Ukraine, Sumy
- x 32
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Re: Porting ogre addns for Ogre 2.1
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.
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.
current project: Imperial Game Engine 2.5
current project: Imperial Game Engine 2.5