Hydrax v0.4 - New version released + Editor!

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
Locked
User avatar
netskate
Greenskin
Posts: 120
Joined: Fri Sep 05, 2008 3:10 pm

Post by netskate »

it's done, so to compile Hydrax 0.4 with Ogre SDK 1.4.9 we had to:

GodRaysManager.cpp:
comment this line (96)

Code: Select all

mProjectorCamera->setDebugDisplayEnabled(false);
DecalsManager.cpp:
comment this line (106)

Code: Select all

mProjector->setOrthoWindow(Size.x, Size.y);[/quote]
MaterialManager.cpp
change this:

Code: Select all

Ogre::PixelFormatList l;
l.push_back(Ogre::PF_A8R8G8B8);
TDef->formatList = l;    
with this:

Code: Select all

TDef->format = Ogre::PF_A8R8G8B8;
I hope this can help somebody :)
-- N3tsk4t3 --
User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain
x 87

Post by Xavyiy »

@netskate
Can you post this on the new Hydrax addon forum? I think this can help Ogre 1.4 users!
http://www.ogre3d.org/phpBB2addons/viewforum.php?f=20

;)
User avatar
netskate
Greenskin
Posts: 120
Joined: Fri Sep 05, 2008 3:10 pm

Post by netskate »

yes

only a thing, I have a problem compiling the demo:

1>cl : Command line error D8016 : '/GL' and '/ZI' command-line options are incompatible

I use visual studio 2005

--EDIT--

uhm, the demo also missed a lot of file, I don't understand what happened

ps: greetings for your new forum :)
-- N3tsk4t3 --
User avatar
_tommo_
Gnoll
Posts: 677
Joined: Tue Sep 19, 2006 6:09 pm
x 5
Contact:

Post by _tommo_ »

Xavyiy wrote: @_tommo_
About the skybox, yes, you've reason, but we can't blur the skybox(wich means blur the reflection texturing using some type of depth of field blur) and get a good frame rate... :(
About depth and caustics, it's full configurable, just change Hydrax settings :)
Maybe you could pre-blur the skybox in another texture :wink:

I mean, you can supply two copies of the same skybox to the material, but the second would be already blurred and downsampled.
Then you can linearly interpolate between the two, using any factor you want... for example the distance, or the fresnel term.
It's not physically accurate, but on a complex surface like sea water it's impossible to tell the difference.

It would require only some Photoshop work and another tex read... not too heavy :wink:
OverMindGames Blog
IndieVault.it: Il nuovo portale italiano su Game Dev & Indie Games
mdc
Kobold
Posts: 28
Joined: Wed Mar 22, 2006 5:18 pm

Post by mdc »

Sounds like a good approach _tommo_, and a useful Hydrax usage "tip". But if specialised sky box materials are compulsorary it will reduce the flexibility and generality of the library in my humble opinion.

There may be a number of users with dynamic sky rendering like Caelum who want to use Hydrax. So I think pre-blurred Sky box reflection textures should just be an optional extra rather than a prerequisite of the system to maintain its utility as a drop-in component with other solutions.
User avatar
_tommo_
Gnoll
Posts: 677
Joined: Tue Sep 19, 2006 6:09 pm
x 5
Contact:

Post by _tommo_ »

mdc wrote:Sounds like a good approach _tommo_, and a useful Hydrax usage "tip". But if specialised sky box materials are compulsorary it will reduce the flexibility and generality of the library in my humble opinion.

There may be a number of users with dynamic sky rendering like Caelum who want to use Hydrax. So I think pre-blurred Sky box reflection textures should just be an optional extra rather than a prerequisite of the system to maintain its utility as a drop-in component with other solutions.
Oh you are right, i didn't think that obviously the material receives a reflection render texture (correct me if i'm wrong) and not a simple skybox :oops:

Well, you can still setup a secondary render target where you load the reflected render texture to blur it. Then in the Hydrax water material you can lerp the sharp and blurred texture based on the distance from the camera.
This should be a more general-purpose solution :roll:
OverMindGames Blog
IndieVault.it: Il nuovo portale italiano su Game Dev & Indie Games
User avatar
potter3366
Halfling
Posts: 60
Joined: Fri Sep 19, 2008 1:32 pm

Post by potter3366 »

Xavyiy, I saw your demo video and your work looks awesome! Is the library made for oceans or large bodies of water, or can I use it for small pool of water (top view camera)?
I need something simple as beginner, can you make something simplest?
What I'm trying to do is something like this ( http://kr.youtube.com/watch?v=PF8u3BmiF ... re=related ).
I'm going to add ripples and decals..
Have you ever tried something like this?
Are you going to publish a book or tutorials about hydrax?

Thanx,
Mladen
core_programmer
Gnoblar
Posts: 4
Joined: Tue Oct 07, 2008 8:51 pm

Post by core_programmer »

@Xavyiy

Thank you for your fast answer!

I got hydrax running, however I am unable to use it. If I load the components from your Tropical.hdx or manualy with mHydrax->setComponents I simply get a black screen. What could be wrong?

If I don't load a cfg and just use this code everything works great, except that there are not any options set, so it looks rather unimpressive....

Here's the code i was taking about:

Hydrax::Module::ProjectedGrid *mModule
= new Hydrax::Module::ProjectedGrid(// Hydrax parent pointer
mHydraxSystem,
// Noise module
new Hydrax::Noise::Perlin(/*Generic one*/),
// Base plane
Ogre::Plane(Ogre::Vector3(0,1,0), Ogre::Vector3(0,0,0)),
// Normal mode
Hydrax::MaterialManager::NM_VERTEX,
// Projected grid options
Hydrax::Module::ProjectedGrid::Options(256));
mHydraxSystem->setModule(static_cast<Hydrax::Module::Module*>(mModule));

//mHydraxSystem->loadCfg("Tropical.hdx");

mHydraxSystem->create();

mSceneMgr->setWorldGeometry("Island.cfg");

mHydraxSystem->getMaterialManager()->addDepthTechnique(
static_cast<Ogre::MaterialPtr>(Ogre::MaterialManager::getSingleton().getByName("Island"))
->createTechnique());
User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain
x 87

Post by Xavyiy »

@core_programmer
I've updated the Hydrax 0.4 package with some bugfixes, so update it, recompile your program and then, if the problem persists, open a new thread in the Hydrax forum in ogre addons.

Xavi
DonCorreia
Gnoblar
Posts: 1
Joined: Sun Oct 19, 2008 2:52 am

Build but don't run

Post by DonCorreia »

Hi,

I managed to build Hydrax using VS 2008, but when trying to run the demo application I get an error just after registering resource type for skeleton.

I've also tried to use Hydrax in my application, but it crashes when trying to create new Hydrax, with the error:

Unhandled exception at 0x006fec80 in testProject.exe: 0xC0000005: Access violation reading location 0x00000024.

I have only this Hydrax line for now:
// Create Hydrax object
mHydrax = new Hydrax::Hydrax(mSceneMgr, mCamera, mWindow->getViewport(0));


What could be my problem?
User avatar
netskate
Greenskin
Posts: 120
Joined: Fri Sep 05, 2008 3:10 pm

Post by netskate »

I think you had to post this into official hydrax forum
-- N3tsk4t3 --
User avatar
calsmurf2904
Orc
Posts: 401
Joined: Tue Sep 16, 2008 9:39 pm
Location: Netherlands

Post by calsmurf2904 »

just a quick answer....doesn't require a new topic so that's why it isn't in the Hydrax SubForum ;).
Remember when I told you that the Hydrax v0.4 Precompiled demo gave me a error about failed to drawprimitive ?
Well....this error whas actually caused by the terrain fragment programs.
When I removed them the demo would run (however still no water :()
Visit my blog at http://calsmurf2904.wordpress.com !
Got a Google Wave account? Add me as contact! (projectxgame <at> gmail <dot> com)
Image
teamgong
Gnoblar
Posts: 8
Joined: Wed Apr 02, 2008 7:17 am

Post by teamgong »

Thanks
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

amigoface wrote:and when will hydrax have it's own addon forum section ?!?!?!? :shock:
Well, it has:
http://www.ogre3d.org/phpBB2addons/viewforum.php?f=20 :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
tera4d
Halfling
Posts: 98
Joined: Mon Nov 27, 2006 6:22 pm
Location: The Netherlands

Post by tera4d »

@calsmurf2904 :
You cant see water because you have a intel gma950.
It might sound stupid but its true.
I have several pc's here which all display hydrax without any problems but i have one system with the intel gma950 which doesnt display the water.
The systems are all regular dual core's 2.2 ghz
with 2 gigs ram.
-tested video cards:
intel gma950 < doesnt work
nvidia 6600gt < works
nvidia 7600gt < works
nvidia 8500gt < works
nvidia 8800gts < works (except this one is placed into a quad core system)

Also the ogre logs do not point out any error for the rendering device with the intel gma950 but im sure thats the problem.
Its just a graphics accelerator not meant to be used for these kind of things.

-Tera4d
compvis
Gremlin
Posts: 165
Joined: Wed Sep 10, 2008 6:14 am

Post by compvis »

Hello,

I downloaded Hydrax-Editor-v0.4 (Released and Source). When I opened HydraxEditor.exe. There is an error occurs in Orge.log as below:

12:59:23: TopMenu window created.
12:59:23: WOptionsWindow window created.
12:59:23: WParametersWindow window created.
12:59:23: EnvironementWindow window created.
12:59:23: DebugWindow window created.
12:59:23: *** Initializing OIS ***
12:59:24: OGRE EXCEPTION(3:RenderingAPIException): Failed to DrawPrimitive : Invalid call in D3D9RenderSystem::_render at ..\src\OgreD3D9RenderSystem.cpp (line 2812)

Pls tell me why ?

thank you so much !
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

Use the Hydrax Forum, if you'd be so kind. :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
overburn
Greenskin
Posts: 120
Joined: Thu Mar 15, 2007 10:37 am
Location: Romania, Ploiesti
x 1

Re: Hydrax v0.4 - New version released + Editor!

Post by overburn »

this project still alive?
One Tequila, Two Tequila, Three Tequila, Floor.
.....
ASROCK M2A770DE
AMD Phenom x4 965 @ 3.6ghz
ATI Radeon HD4850
8GB DDR3
200GB Maxtor + 500GB WD + 2TB WD
User avatar
spacegaier
OGRE Team Member
OGRE Team Member
Posts: 4304
Joined: Mon Feb 04, 2008 2:02 pm
Location: Germany
x 135
Contact:

Re: Hydrax v0.4 - New version released + Editor!

Post by spacegaier »

Yes, it is. The last update on the wiki page of Hydrax is from yesterday by the maintainer Xavyiy. The most action concerning Hdrax is however taking place in the Addons-Forum section for Hydrax.
Ogre Admin [Admin, Dev, PR, Finance, Wiki, etc.] | BasicOgreFramework | AdvancedOgreFramework
Don't know what to do in your spare time? Help the Ogre wiki grow! Or squash a bug...
scratchyrice
Gnome
Posts: 358
Joined: Thu Apr 27, 2006 9:14 pm
Location: United Kingdom - England
x 15

Re: Hydrax v0.4 - New version released + Editor!

Post by scratchyrice »

This is great, I was just about to implement it into my naval based game, but in the demo it runs at a nice 80fps, If i implement it myself even into a skeleton ogre project, It renderes, But theres a weird blueness on the horizon, and it wont render any faster than 8fps. What am i doing wrong?

Intel i7 4790k, Gigabyte Nvidia GeForce 3080 10GB, 16GB DDR3

scratchyrice
Gnome
Posts: 358
Joined: Thu Apr 27, 2006 9:14 pm
Location: United Kingdom - England
x 15

Re: Hydrax v0.4 - New version released + Editor!

Post by scratchyrice »

Is it because im using the following line of code to update?:

Code: Select all

mHydrax->update(0.0001);
I know im supposed to get accurate timing, But no matter what i set the value to, It still only renders at 8fps. Why is this?

Question: How do i get the time since the last frame update, Without using a combersome frame listener?

Oh and just in case it helps, Heres my ogre.log:

Code: Select all

21:49:17: Creating resource group General
21:49:17: Creating resource group Internal
21:49:17: Creating resource group Autodetect
21:49:17: SceneManagerFactory for type 'DefaultSceneManager' registered.
21:49:17: Registering ResourceManager for type Material
21:49:17: Registering ResourceManager for type Mesh
21:49:17: Registering ResourceManager for type Skeleton
21:49:17: MovableObjectFactory for type 'ParticleSystem' registered.
21:49:17: OverlayElementFactory for type Panel registered.
21:49:17: OverlayElementFactory for type BorderPanel registered.
21:49:17: OverlayElementFactory for type TextArea registered.
21:49:17: Registering ResourceManager for type Font
21:49:17: ArchiveFactory for archive type FileSystem registered.
21:49:17: ArchiveFactory for archive type Zip registered.
21:49:17: FreeImage version: 3.10.0
21:49:17: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
21:49:17: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
21:49:17: DDS codec registering
21:49:17: Registering ResourceManager for type HighLevelGpuProgram
21:49:17: Registering ResourceManager for type Compositor
21:49:17: MovableObjectFactory for type 'Entity' registered.
21:49:17: MovableObjectFactory for type 'Light' registered.
21:49:17: MovableObjectFactory for type 'BillboardSet' registered.
21:49:17: MovableObjectFactory for type 'ManualObject' registered.
21:49:17: MovableObjectFactory for type 'BillboardChain' registered.
21:49:17: MovableObjectFactory for type 'RibbonTrail' registered.
21:49:17: OGRE EXCEPTION(6:FileNotFoundException): 'plugins.cfg' file not found! in ConfigFile::load at g:\ogresrc\ogremain\src\ogreconfigfile.cpp (line 84)
21:49:17: plugins.cfg not found, automatic plugin loading disabled.
21:49:17: *-*-* OGRE Initialising
21:49:17: *-*-* Version 1.6.0 (Shoggoth)
21:49:17: Added resource location '../media/fonts' of type 'FileSystem' to resource group 'General'
21:49:17: Added resource location '../media/gui' of type 'FileSystem' to resource group 'General'
21:49:17: Added resource location '../Media/materials/programs' of type 'FileSystem' to resource group 'General'
21:49:17: Added resource location '../Media/materials/scripts' of type 'FileSystem' to resource group 'General'
21:49:17: Added resource location '../Media/materials/textures' of type 'FileSystem' to resource group 'General'
21:49:17: Added resource location '../Media/packs/SkyBoxes.zip' of type 'Zip' to resource group 'General'
21:49:17: Creating resource group Hydrax
21:49:17: Added resource location '../Media/Hydrax' of type 'FileSystem' to resource group 'Hydrax'
21:49:17: Creating resource group Mesh
21:49:17: Added resource location '../media/models' of type 'FileSystem' to resource group 'Mesh'
21:49:17: Loading library RenderSystem_Direct3D9_d
21:49:17: Installing plugin: D3D9 RenderSystem
21:49:17: D3D9 : Direct3D9 Rendering Subsystem created.
21:49:17: D3D9: Driver Detection Starts
21:49:17: D3D9: Driver Detection Ends
21:49:17: Plugin successfully installed
21:49:17: Loading library RenderSystem_GL_d
21:49:18: Installing plugin: GL RenderSystem
21:49:18: OpenGL Rendering Subsystem created.
21:49:18: Plugin successfully installed
21:49:18: Loading library Plugin_ParticleFX_d
21:49:18: Installing plugin: ParticleFX
21:49:18: Particle Emitter Type 'Point' registered
21:49:18: Particle Emitter Type 'Box' registered
21:49:18: Particle Emitter Type 'Ellipsoid' registered
21:49:18: Particle Emitter Type 'Cylinder' registered
21:49:18: Particle Emitter Type 'Ring' registered
21:49:18: Particle Emitter Type 'HollowEllipsoid' registered
21:49:18: Particle Affector Type 'LinearForce' registered
21:49:18: Particle Affector Type 'ColourFader' registered
21:49:18: Particle Affector Type 'ColourFader2' registered
21:49:18: Particle Affector Type 'ColourImage' registered
21:49:18: Particle Affector Type 'ColourInterpolator' registered
21:49:18: Particle Affector Type 'Scaler' registered
21:49:18: Particle Affector Type 'Rotator' registered
21:49:18: Particle Affector Type 'DirectionRandomiser' registered
21:49:18: Particle Affector Type 'DeflectorPlane' registered
21:49:18: Plugin successfully installed
21:49:18: Loading library Plugin_BSPSceneManager_d
21:49:18: Installing plugin: BSP Scene Manager
21:49:18: Plugin successfully installed
21:49:18: Loading library Plugin_CgProgramManager_d
21:49:19: Installing plugin: Cg Program Manager
21:49:19: Plugin successfully installed
21:49:19: Loading library Plugin_OctreeSceneManager_d
21:49:19: Installing plugin: Octree & Terrain Scene Manager
21:49:19: Plugin successfully installed
21:49:19: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
21:49:19: D3D9 : RenderSystem Option: Anti aliasing = No
21:49:19: D3D9 : RenderSystem Option: Floating-point mode = Fastest
21:49:19: D3D9 : RenderSystem Option: Full Screen = No
21:49:19: D3D9 : RenderSystem Option: Rendering Device = NVIDIA GeForce 8800 GTS
21:49:19: D3D9 : RenderSystem Option: VSync = No
21:49:19: D3D9 : RenderSystem Option: Video Mode = 1054 x 768 @ 32-bit colour
21:49:19: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
21:49:19: CPU Identifier & Features
21:49:19: -------------------------
21:49:19:  *   CPU ID: AuthenticAMD: AMD Athlon(tm) 64 X2 Dual Core Processor 5200+
21:49:19:  *      SSE: yes
21:49:19:  *     SSE2: yes
21:49:19:  *     SSE3: yes
21:49:19:  *      MMX: yes
21:49:19:  *   MMXEXT: yes
21:49:19:  *    3DNOW: yes
21:49:19:  * 3DNOWEXT: yes
21:49:19:  *     CMOV: yes
21:49:19:  *      TSC: yes
21:49:19:  *      FPU: yes
21:49:19:  *      PRO: yes
21:49:19:  *       HT: no
21:49:19: -------------------------
21:49:19: D3D9 : Subsystem Initialising
21:49:19: D3D9RenderSystem::_createRenderWindow "Chavkill: The Beginning", 1054x768 windowed  miscParams: FSAA=0 FSAAQuality=0 colourDepth=32 gamma=false useNVPerfHUD=false vsync=false 
21:49:19: D3D9 : Created D3D9 Rendering Window 'Chavkill: The Beginning' : 1054x768, 32bpp
21:49:19: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
21:49:19: Registering ResourceManager for type Texture
21:49:19: Registering ResourceManager for type GpuProgram
21:49:19: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
21:49:19: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
21:49:19: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
21:49:19: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
21:49:19: D3D9: Vertex texture format supported - PF_FLOAT16_R
21:49:19: D3D9: Vertex texture format supported - PF_FLOAT32_R
21:49:19: D3D9: Vertex texture format supported - PF_FLOAT16_GR
21:49:19: D3D9: Vertex texture format supported - PF_FLOAT32_GR
21:49:19: RenderSystem capabilities
21:49:19: -------------------------
21:49:19: RenderSystem Name: Direct3D9 Rendering Subsystem
21:49:19: GPU Vendor: nvidia
21:49:19: Device Name: NVIDIA GeForce 8800 GTS
21:49:19: Driver Version: 6.14.11.8084
21:49:19:  * Fixed function pipeline: yes
21:49:19:  * Hardware generation of mipmaps: yes
21:49:19:  * Texture blending: yes
21:49:19:  * Anisotropic texture filtering: yes
21:49:19:  * Dot product texture operation: yes
21:49:19:  * Cube mapping: yes
21:49:19:  * Hardware stencil buffer: yes
21:49:19:    - Stencil depth: 8
21:49:19:    - Two sided stencil support: yes
21:49:19:    - Wrap stencil values: yes
21:49:19:  * Hardware vertex / index buffers: yes
21:49:19:  * Vertex programs: yes
21:49:19:  * Fragment programs: yes
21:49:19:  * Geometry programs: no
21:49:19:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
21:49:19:  * Texture Compression: yes
21:49:19:    - DXT: yes
21:49:19:    - VTC: no
21:49:19:  * Scissor Rectangle: yes
21:49:19:  * Hardware Occlusion Query: yes
21:49:19:  * User clip planes: yes
21:49:19:  * VET_UBYTE4 vertex element type: yes
21:49:19:  * Infinite far plane projection: yes
21:49:19:  * Hardware render-to-texture: yes
21:49:19:  * Floating point textures: yes
21:49:19:  * Non-power-of-two textures: yes
21:49:19:  * Volume textures: yes
21:49:19:  * Multiple Render Targets: 4
21:49:19:    - With different bit depths: yes
21:49:19:  * Point Sprites: yes
21:49:19:  * Extended point parameters: yes
21:49:19:  * Max Point Size: 8192
21:49:19:  * Vertex texture fetch: yes
21:49:19:    - Max vertex textures: 4
21:49:19:    - Vertex textures shared: no
21:49:19:  * Render to Vertex Buffer : no
21:49:19:  * DirectX per stage constants: yes
21:49:19: ***************************************
21:49:19: *** D3D9 : Subsystem Initialised OK ***
21:49:19: ***************************************
21:49:19: ResourceBackgroundQueue - threading enabled, starting own thread
21:49:19: ResourceBackgroundQueue - thread starting.
21:49:19: Particle Renderer Type 'billboard' registered
21:49:19: SceneManagerFactory for type 'BspSceneManager' registered.
21:49:19: Registering ResourceManager for type BspLevel
21:49:19: SceneManagerFactory for type 'OctreeSceneManager' registered.
21:49:19: SceneManagerFactory for type 'TerrainSceneManager' registered.
21:49:19: TerrainSceneManager: Registered a new PageSource for type Heightmap
21:49:19: [Hydrax] Hydrax created.
21:49:19: [Hydrax] HydraxDemo.hdx loaded.
21:49:19: [Hydrax] Creating module...
21:49:19: [Hydrax] Creating ProjectedGridVertex module.
21:49:19: [Hydrax] ProjectedGridVertex created.
21:49:19: [Hydrax] Module created.
21:49:19: [Hydrax] Initializating RTT Manager...
21:49:19: [Hydrax] RTT manager initialized.
21:49:19: [Hydrax] Registring device restored listener...
21:49:19: [Hydrax] Device restored listener registred.
21:49:19: [Hydrax] Creating materials...
21:49:19: [Hydrax] Creating water material...
21:49:19: Texture: Fresnel.bmp: Loading 1 faces(PF_L8,256x1x1) with 8 generated mipmaps from Image. Internal format is PF_L8,256x1x1.
21:49:19: Texture: Foam.png: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
21:49:19: [Hydrax] Water material created.
21:49:19: [Hydrax] Creating depth material...
21:49:19: Texture: Caustics_0.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_1.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_2.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_3.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_4.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_5.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_6.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_7.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_8.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_9.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_10.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_11.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_12.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_13.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_14.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_15.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_16.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_17.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_18.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_19.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_20.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_21.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_22.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_23.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_24.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_25.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_26.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_27.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_28.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_29.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_30.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: Texture: Caustics_31.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:49:19: [Hydrax] Depth material created.
21:49:19: [Hydrax] Creating underwater material...
21:49:19: Texture: UnderwaterDistortion.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
21:49:19: [Hydrax] Underwater material created.
21:49:19: [Hydrax] Materials created.
21:49:19: [Hydrax] Creating god rays...
21:49:19: [Hydrax] Perlin destroyed.
21:49:19: [Hydrax] God rays created.
21:49:19: [Hydrax] Creating water mesh...
21:49:19: [Hydrax] Water mesh created.
21:49:19: Parsing scripts for resource group Autodetect
21:49:19: Finished parsing scripts for resource group Autodetect
21:49:19: Parsing scripts for resource group General
21:49:19: Parsing script Island.material
21:49:20: Parsing script Palm.material
21:49:20: Parsing script SkyBox.material
21:49:20: Parsing script sample.fontdef
21:49:20: Finished parsing scripts for resource group General
21:49:20: Parsing scripts for resource group Hydrax
21:49:20: Finished parsing scripts for resource group Hydrax
21:49:20: Parsing scripts for resource group Internal
21:49:20: Finished parsing scripts for resource group Internal
21:49:20: Parsing scripts for resource group Mesh
21:49:20: Finished parsing scripts for resource group Mesh
21:49:20: Texture: TaharezLook.tga: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:49:20: Texture: _cegui_ogre_0: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:49:20: Texture: _cegui_ogre_1: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:49:20: Texture: _cegui_ogre_2: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
I hope someone can help, As this would be great to use in my naval game.

Cheers, Scratchyrice.

Intel i7 4790k, Gigabyte Nvidia GeForce 3080 10GB, 16GB DDR3

User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Re: Hydrax v0.4 - New version released + Editor!

Post by jacmoe »

What Spacegaier is trying to tell you:
Use the Hydrax Forum.
Please.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
scratchyrice
Gnome
Posts: 358
Joined: Thu Apr 27, 2006 9:14 pm
Location: United Kingdom - England
x 15

Re: Hydrax v0.4 - New version released + Editor!

Post by scratchyrice »

Ah, Ive noticed that in my log the following does not exist between "[Hydrax] Initializating RTT Manager..." and "[Hydrax] RTT manager initialized."

Code: Select all

21:54:29: Creating viewport on target 'rtt/2383392', rendering from camera 'PlayerCam', relative dimensions L: 0 T: 0 W: 1 H: 1 ZOrder: 0
21:54:29: Creating viewport on target 'rtt/2410912', rendering from camera 'PlayerCam', relative dimensions L: 0 T: 0 W: 1 H: 1 ZOrder: 0
21:54:29: Creating viewport on target 'rtt/2403040', rendering from camera 'PlayerCam', relative dimensions L: 0 T: 0 W: 1 H: 1 ZOrder: 0
It would appear that hydrax is not creating all the render targets, But why? Ive practicaly copied the code from the hydrax demo into my own ogre skeleton.

I hope someone can shed some light on this, As it would be a pitty for me not to use this awesome lib in a naval game lol..

Cheers
Scratchyrice.

Intel i7 4790k, Gigabyte Nvidia GeForce 3080 10GB, 16GB DDR3

User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Re: Hydrax v0.4 - New version released + Editor!

Post by jacmoe »

Topic redirected to the Hydrax Forum.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Locked