Myrddin Landscape Plugin Demo 2

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Re: Myrddin Landscape Plugin Demo 2

Post by jacmoe »

Yeah. I see what you mean, Beauty. Maybe a little bit less excessive. :wink:
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Re: Myrddin Landscape Plugin Demo 2

Post by thepolo »

some news Myrddin ? I am still very interested by your plugin ! :)
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Re: Myrddin Landscape Plugin Demo 2

Post by boyamer »

Me too :)
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Re: Myrddin Landscape Plugin Demo 2

Post by KungFooMasta »

+1 :)
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Re: Myrddin Landscape Plugin Demo 2

Post by Pyritie »

+2
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Re: Myrddin Landscape Plugin Demo 2

Post by setsunakawa »

I am very interested too !
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Re: Myrddin Landscape Plugin Demo 2

Post by myrddinson »

ok ok i know you are all very interesting by my plugin: so i intend to release LGPL sources+SDK (LGPL v0.9 - i sill need to convert some HLSL shaders to LGPL shaders to finalize v1.0 so it is why this will be only v0.9) as soon as i have finalized SDK - even if user doc is not complete yet (but there will be at least 'How to install' and 'How to compile' chapters for Mogre and Ogre SDKs): perhaps in about one or two weeks from now.
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Re: Myrddin Landscape Plugin Demo 2

Post by Pyritie »

You keep saying that! D:
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Re: Myrddin Landscape Plugin Demo 2

Post by jacmoe »

Do you want it, or not?
If you do, give the man some space. :)
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Re: Myrddin Landscape Plugin Demo 2

Post by myrddinson »

Thanks jacmoe ;)
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Re: Myrddin Landscape Plugin Demo 2

Post by Ayrik »

I just want to also point out that your terrain system looks promising, and I am waiting patiently. My Ogre "game" is coming along slowly and this will surely give me the push I need to moving! I am glad to know that you are releasing a commercial version because I know that will just make it that much better and I will happily pay you for your amazing code. :)
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Re: Myrddin Landscape Plugin Demo 2

Post by myrddinson »

Thanks for your interest: just keep in mind that i will release first LGPL version (so all C++ sources but not main shaders sources). Commercial version will follow later - i still need to build commercial website.
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Re: Myrddin Landscape Plugin Demo 2

Post by myrddinson »

So - finally ;) - i just released Myrddin Landscape Plugin SDK v0.9 (LGPL release) on sourceforge:

http://myrddinplugin.sourceforge.net/

User documentation is included as a downloadable web archive - MLP_User_Doc.mht.

Here is as summary of plugin features:

· terrain splatting (up to 8 layers per page, 3 layers max per pass)
· slope/ground auto-splatting (optional)
· normal/parallax mapping
· integrated light map (color added to ambient color)
· integrated color map (color modulated with diffuse color)
· specular lighting (per layer specular color or specular color map and/or specular color mask)
· emissive lighting (per layer emissive color or emissive color map)
· support for point/directional/spot light(s)
· integrated fog
· integrated shadows
· LOD mipmapping and geomorphing
· paging (seamless or not, streaming)
· water plane(s) (refraction/reflection, sky and sun reflection, deep sea fog)
· dynamic sky (fullscreen sky quad, realtime atmospheric lighting computation, procedural clouds, night sky box, moon billboard, sun glow)
· dynamic fog (realtime atmospheric haze)
· HDR/Bloom post-processing compositors
· smooth interpolation from full effects to low effects at far range using material lods
· runtime-built splatting/water/dynamic sky/haze materials
· extended splatting materials (custom materials that can be mixed with plugin splatting materials in order to add custom splatting effects: for instance LandscapeSplatting/DepthShadowMap/Integrated)
· vs_3_0/arbvp1 and ps_3_0/arbfp1 shader support
· editing features : heightmap, color map, light map and splatting map painting, external heightmap import and mosaic generator
. plugin commands (using SetOption/GetOption SceneManager commands)


MLP SDK contains also terrain sample data and demo sources (for both Ogre and MOgre) in order to test at once plugin:
please note that terrain and splatting paint brushes are available only in MOgre demo, not in Ogre demo
(but of course you can use them in your own app or modify Ogre demo)


It is only v0.9 (but stable version) for now
because the following tasks need to be completed before releasing v1.0:

- GLSL shaders
- some GetOption plugin commands
- support/compatibility for MOgre/Ogre 1.6.0
- SDK install wizard


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Re: Myrddin Landscape Plugin Demo 2

Post by DanielSefton »

!!! :o Too-much-choice! :(

I was going to integrate sinbad's terrain, but it's taken me a couple of days to compile Ogre 1.7 (with all dependencies), so I haven't changed anything yet. Hmmmm. I might branch and do both. :P
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Re: Myrddin Landscape Plugin Demo 2

Post by spacegaier »

Is there only the sun as a light source in this screenshot? If yes: Strange shadow from this pillar...

Apart from that: Looks nice!
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Re: Myrddin Landscape Plugin Demo 2

Post by DanielSefton »

Got this error when compiling with Ogre 1.6.2:
2>c:\dev\ogresource-1.6.2\samples\common\plugins\landscapescenemanager\include\ogreterrainscenemanager.h(813) : error C2440: 'return' : cannot convert from 'Ogre::AutoParamDataSource *const *__w64 ' to 'const Ogre::AutoParamDataSource *'
2> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
Which points to:

Code: Select all

const AutoParamDataSource *getAutoParamDataSource() const
{
	return &mAutoParamDataSource;
}
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Re: Myrddin Landscape Plugin Demo 2

Post by syedhs »

I think I got far more errors than that. Apparently the plugin was compiled with previous Ogre version. And I use the command line "MLPInstallForOgre.bat SRC c:\code\Ogre_Shoggoth c:\code\Ogre_Shoggoth\Samples\Common_MLP VS2005 LGPL".
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Re: Myrddin Landscape Plugin Demo 2

Post by DanielSefton »

syedhs wrote:I think I got far more errors than that. Apparently the plugin was compiled with previous Ogre version. And I use the command line "MLPInstallForOgre.bat SRC c:\code\Ogre_Shoggoth c:\code\Ogre_Shoggoth\Samples\Common_MLP VS2005 LGPL".
I get more errors than that, but it's all related to anything referencing mAutoParamDataSource. So fixing the single error I posted would solve them all (at least the ones I had). The rest is just a lot of warnings. I'm using VS2008. What other errors are you getting?
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Re: Myrddin Landscape Plugin Demo 2

Post by myrddinson »

Hi, actually for now, plugin has been developed for MOgre/Ogre 1.4.6 up to 1.4.9 - it is specified in the released notes : i still need to modify the sources in order to add compatibility for 1.6.0+ (for instance OgreMain interface is probably not compatible) but as you have the sources now it is up to you to modify the sources ;)
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Re: Myrddin Landscape Plugin Demo 2

Post by myrddinson »

here the MLP SDK release notes:

////////////////////////////////////////////////////////////////////////////
//
// Myrddin Landscape Plugin C++/C# LGPL SDK 0.9 for MOgre/Ogre
//
// Copyright (C) 2009 Jacques Quidu
//
////////////////////////////////////////////////////////////////////////////


-------------------------------------
What's this
-------------------------------------

Myrddin Landscape Plugin (MLP) is a Ogre Scene Manager which can be used either with MOgre or Ogre applications.

MLP organizes terrain in pages and tiles to produce small or large realistic landscapes which can be seamless or not.

Here is a summary of plugin features:

· terrain splatting (up to 8 layers per page, 3 layers max per pass)
· slope/ground auto-splatting (optional)
· normal/parallax mapping
· integrated light map (color added to ambient color)
· integrated color map (color modulated with diffuse color)
· specular lighting (per layer specular color or specular color map and/or specular color mask)
· emissive lighting (per layer emissive color or emissive color map)
· support for point/directional/spot light(s)
· integrated fog
· integrated shadows
· LOD mipmapping and geomorphing
· paging (seamless or not, streaming)
· water plane(s) (refraction/reflection, sky and sun reflection, deep sea fog)
· dynamic sky (fullscreen sky quad, realtime atmospheric lighting computation, procedural clouds, night sky box, moon billboard, sun glow)
· dynamic fog (realtime atmospheric haze)
· HDR/Bloom post-processing compositors
· smooth interpolation from full effects to low effects at far range using material lods
· runtime-built splatting/water/dynamic sky/haze materials
· extended splatting materials (custom materials that can be mixed with plugin splatting materials in order to add custom splatting effects: for instance LandscapeSplatting/DepthShadowMap/Integrated)
· vs_3_0/arbvp1 and ps_3_0/arbfp1 shader support
· editing features : heightmap, color map, light map and splatting map painting, external heightmap import and mosaic generator
. plugin commands (using SetOption/GetOption SceneManager commands)


MLP SDK contains also terrain sample data and demo sources (for both Ogre and MOgre) in order to test at once plugin:
please note that plugin terrain and splatting brushes are available only in MOgre demo, not in Ogre demo
(but of course you can use them in your own app or modify Ogre demo)

-------------------------------------
Home page
-------------------------------------
http://myrddinplugin.sourceforge.net


-------------------------------------
How to Install and Compile MLP
-------------------------------------
Please read "MLP User doc.htm"


-------------------------------------
What's the MLP version
-------------------------------------
It's the 0.9 LGPL release.

This release has been tested with MOGre/Ogre 1.4.6 up to 1.4.8.
(1.0 release will provide compatibility for MOgre/Ogre 1.6.0)

This version includes only HLSL shaders:
GLSL shaders will be available only in 1.0 version.

-------------------------------------
What's still to be done for completing
1.0 LGPL release
-------------------------------------

- GLSL shaders
- some GetOption plugin commands
- support/compatibility for MOgre/Ogre 1.6.0
- SDK install wizard

-------------------------------------
What's still to be done for completing
1.0 Commercial release
-------------------------------------

- GLSL shaders
- some GetOption plugin commands
- support/compatibility for MOgre/Ogre 1.6.0
- SDK install wizard
- commercial website

-------------------------------------
What's the license
-------------------------------------
LGPL (see License.html)

shaders.zpk file contains the encrypted shaders and Plugin_ZPK.dll is necessary to uncrypt shaders.zpk:
These files can be used free but content is protected and so cannot be modified: shaders sources will be available only with commercial license.

As plugin has optional support for QuickGUI, SDK sources package includes also QuickGUI modified sources for MLP.

-------------------------------------
Who is responsible
-------------------------------------
Copyright (c) 2009 Jacques Quidu


-------------------------------------
Acknowledgements
-------------------------------------

--Ogre team
They provided the amazing Object-oriented Graphics Rendering Engine (OGRE).

--MOgre team
They provided the amazing C++/CLI wrapper for OGre (MOGRE).

MLP uses also QuickGUI (optional - slightly modified sources), OIS and tinyxml (slightly modified sources).


Great thanks to all the opensource community.
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http://myrddinplugin.sourceforge.net/

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Re: Myrddin Landscape Plugin Demo 2

Post by syedhs »

Daniel, yes there are lots of errors and I think this is clarified by myrddinson himself. Okay I will port the source myself.
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Re: Myrddin Landscape Plugin Demo 2

Post by myrddinson »

Please note also that i have derived some OgreSceneManager methods in TerrainSceneManager (in order for instance to manage reserved auto-parameters and terrain lighting + shadows) so in order to be compatible with Ogre 1.6.0, first you must import Ogre 1.6.0 OgreSceneManager methods implementation in TerrainSceneManager and then integrate the modifications made in TerrainSceneManager methods (derived from OgreSceneManager) actual implementation.
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Re: Myrddin Landscape Plugin Demo 2

Post by DanielSefton »

Wow, how wrong I was about AutoParamDataSource being the only error :shock:

This is probably the world's worst diff file -- I wrote it manually in my own format, I hope you guys can understand it :P

NOTE:
- Don't follow the line numbers religiously (especially in OgreTerrainSceneManager.cpp), they're probably messed up since it doesn't account for the changes made.
- There have been a huge amount of changes to OgreSceneManager since Ogre 1.4, and since MyRddin's OgreTerrainSceneManager derives from it, there's probably a lot that still needs changing.
- This diff file only gets the plugin to COMPILE, I haven't yet tested it at runtime. It's possible that it could crash, or cause unexpected behaviour.

Code: Select all

////////////////////////////////////////////////////////////////
// Diff file for porting  MyRddin Landscape Plugin to Ogre 1.6.2
////////////////////////////////////////////////////////////////

[OgreTerrainSceneManager.h]

--------------------
Ln 813 (-) return &mAutoParamDataSource;
Ln 813 (+) return OGRE_NEW AutoParamDataSource();
--------------------
Ln 1189 (-) PixelFormat mHDRFormat;
Ln 1189 (+) PixelFormatList mHDRFormat;

[OgreTerrainSceneManager.cpp]

--------------------
Ln 2330 (-) DefaultShadowCameraSetup::getShadowCamera( sm, cam, vp, light, texCam);
Ln 2330 (+) DefaultShadowCameraSetup::getShadowCamera(sm, cam, vp, light, texCam, 0);
--------------------
Ln 2632-2633 (-)
for (ShadowListenerList::reverse_iterator ri = mShadowListeners.rbegin();
	ri != mShadowListeners.rend(); ++ri)
Ln 2632-2633 (+)
for (ListenerList::reverse_iterator ri = mListeners.rbegin();
	ri != mListeners.rend(); ++ri)
--------------------
*REPLACE*
mAutoParamDataSource.
*WITH*
mAutoParamDataSource->
--------------------
*AFTER*
siend = mShadowTextures.end();
*END AFTER*
Ln 2397 (+) ci = mShadowTextureCameras.begin();
Ln 2397+1 (+) mShadowTextureIndexLightList.clear();
--------------------
*AFTER*
if (!light->getCastShadows())
	continue;
*END AFTER*
Ln 2409 (+) // texture iteration per light.
Ln 2409+1 (+) size_t textureCountPerLight = mShadowTextureCountPerType[light->getType()];
Ln 2409+1 (+) for (size_t j = 0; j < textureCountPerLight && si != siend; ++j)
Ln 2409+1 (+) {
--------------------
*AFTER*
shadowView->setCamera(texCam);
*END AFTER*
Ln 2422 (+) // Associate main view camera as LOD camera
Ln 2422+1 (+) texCam->setLodCamera(cam);
Ln 2422+1 (+) // set base
Ln 2422+1 (+) if (light->getType() != Light::LT_POINT)
Ln 2422+1 (+) 	texCam->setDirection(light->getDerivedDirection());
Ln 2422+1 (+) if (light->getType() != Light::LT_DIRECTIONAL)
Ln 2422+1 (+) 	texCam->setPosition(light->getDerivedPosition());
--------------------
Ln 2423 (-) mDefaultShadowCameraSetup->getShadowCamera(this, cam, vp, light, texCam);
Ln 2423 (+) mDefaultShadowCameraSetup->getShadowCamera(this, cam, vp, light, texCam, j);
--------------------
Ln 2425 (-) light->getCustomShadowCameraSetup()->getShadowCamera(this, cam, vp, light, 

texCam);
Ln 2425 (+) light->getCustomShadowCameraSetup()->getShadowCamera(this, cam, vp, light, 

texCam, j);
--------------------
Ln 2460 (-) fireShadowTexturesPreCaster(light, texCam);
Ln 2460 (+) fireShadowTexturesPreCaster(light, texCam, j);
--------------------
*AFTER*
++ci; // next camera
}
*END AFTER*
Ln 2485+1 (+)
Ln 2485+1 (+)	// set the first shadow texture index for this light.
Ln 2485+1 (+)	mShadowTextureIndexLightList.push_back(shadowTextureIndex);
Ln 2485+1 (+)	shadowTextureIndex += textureCountPerLight;
Ln 2485+1 (+) }
--------------------
*AFTER*
Light* l = static_cast<Light*>(it.getNext());
*END AFTER*
Ln 2559 (+) if (mCameraRelativeRendering)
Ln 2559 (+) 	l->_setCameraRelative(mCameraInProgress);
Ln 2559 (+) else
Ln 2559 (+) 	l->_setCameraRelative(0);
--------------------
Ln 7229 (-) TexturePtr tex = TextureManager::getSingleton().getByName( 

instance->getTextureInstanceName( sRTSceneName));
Ln 7229 (+) TexturePtr tex = TextureManager::getSingleton().getByName( 

instance->getTextureInstanceName(sRTSceneName, 0));
--------------------
Ln 7359 (-) TexturePtr tex = TextureManager::getSingleton().getByName( 

instance->getTextureInstanceName( sRTSceneName));
Ln 7359 (+) TexturePtr tex = TextureManager::getSingleton().getByName( 

instance->getTextureInstanceName(sRTSceneName, 0));
--------------------
Ln 5092 (-) if (!mAutoParamDataSource->getLight(1).getCastShadows())
Ln 5092 (+) if (!mAutoParamDataSource->getLightCastsShadows(1))
--------------------
Ln 5353 (-) mDestRenderSystem->setNormaliseNormals(rend->getNormaliseNormals());
Ln 5353 (+)
		// Assume first world matrix representative - shaders that use multiple
		// matrices should control renormalisation themselves
		if ((pass->getNormaliseNormals() || mNormaliseNormalsOnScale)
			&& mTempXform[0].hasScale())
			mDestRenderSystem->setNormaliseNormals(true);
		else
			mDestRenderSystem->setNormaliseNormals(false);

		// Sort out negative scaling
		// Assume first world matrix representative 
		if (mFlipCullingOnNegativeScale)
		{
			CullingMode cullMode = mPassCullingMode;

			if (mTempXform[0].hasNegativeScale())
			{
				switch(mPassCullingMode)
				{
				case CULL_CLOCKWISE:
					cullMode = CULL_ANTICLOCKWISE;
					break;
				case CULL_ANTICLOCKWISE:
					cullMode = CULL_CLOCKWISE;
					break;
				};
			}

			// this also copes with returning from negative scale in previous 

render op
			// for same pass
			if (cullMode != mDestRenderSystem->_getCullingMode())
				mDestRenderSystem->_setCullingMode(cullMode);
		}
--------------------
Ln 5402 (-) mDestRenderSystem->setClipPlanes(rend->getClipPlanes());
--------------------
Ln 602 (-) bool drawfirst = true;
Ln 602 (+) uint8 drawfirst = 1;
--------------------
Ln 602 (-) drawfirst = mSkyBoxDrawFirst;
Ln 602 (+) drawfirst = mSkyBoxRenderQueue;
--------------------
Ln 602 (-) drawfirst = mSkyPlaneDrawFirst;
Ln 602 (+) drawfirst = mSkyPlaneRenderQueue;
--------------------
Ln 602 (-) drawfirst = mSkyDomeDrawFirst;
Ln 602 (+) drawfirst = mSkyDomeRenderQueue;
--------------------
Ln 127 (-) mHDRFormat = PF_FLOAT16_RGB;
Ln 127 (+) mHDRFormat.push_back(PF_FLOAT16_RGB);
--------------------
Ln 7198 (-) mHDRFormat = 

compHDRBloomLighting->getSupportedTechnique(0)->getTextureDefinition(0)->format;
Ln 7198 (+) mHDRFormat = 

compHDRBloomLighting->getSupportedTechnique(0)->getTextureDefinition(0)->formatList;
--------------------

[OgreRectangle2DTess.cpp]

--------------------
Ln 83 (-) if (mSceneManager->mAutoParamDataSource.getCurrentRenderTarget() && 

mSceneManager->mAutoParamDataSource.getCurrentRenderTarget()->requiresTextureFlipping())
Ln 83 (+) if (mSceneManager->mAutoParamDataSource->getCurrentRenderTarget() && 

mSceneManager->mAutoParamDataSource->getCurrentRenderTarget()->requiresTextureFlipping())
--------------------

[OgreTerrainWater.cpp]

--------------------
Ln 1195 (-) Real y = pWater->getParentNode()->getWorldPosition().y;
Ln 1195 (+) Real y = pWater->getParentNode()->_getDerivedPosition().y;
--------------------
Ln 1279 (-) Real y = pWater->getParentNode()->getWorldPosition().y;
Ln 1279 (+) Real y = pWater->getParentNode()->_getDerivedPosition().y;
--------------------

[OgreTerrainRenderable.h]

Ln 246 (+) void visitRenderables(Renderable::Visitor*, bool debugRenderables = false) {}

[OgreSplattingMaterial.cpp]

Ln 43 (-) #include "OgreMaterialScriptCompiler.h"
Ln 43 (+) //#include "OgreMaterialScriptCompiler.h"
EDIT: Got it down to ONE error:

[OgreTerrainSceneManager.cpp] [Ln 5218] Vector3 position = rend->getWorldPosition();

getWorldPosition was completely removed from Ogre::Renderable (because apparently no one used it :roll:). So, what should that be changed to?
Last edited by DanielSefton on Tue Jun 23, 2009 4:09 pm, edited 1 time in total.
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Re: Myrddin Landscape Plugin Demo 2

Post by KungFooMasta »

getWorldPosition was completely removed from Ogre::Renderable (because apparently no one used it ). So, what should that be changed to?
Is there a _getDerivedPosition function?
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Re: Myrddin Landscape Plugin Demo 2

Post by DanielSefton »

KungFooMasta wrote:Is there a _getDerivedPosition function?
I instinctively tried that first, but it's just for scene nodes, not Ogre::Renderable. :|

http://ogre.svn.sourceforge.net/viewvc/ ... nderable.h
sinbad wrote:- Remove getWorldPosition and getWorldOrientation from Renderable interface. Created confusion ad was not used anyway.
Though, it's kinda needed. May need a bit of refactoring here.

Code: Select all

	if (mbWorldIsLoaded)
		{
			//check if renderable is a terrain tile
			Vector3 position = rend->getWorldPosition();
			TerrainPage *page = 0;
			TerrainRenderable *curTile = mActivePageSource->getTileFromWorldPosition(position,&page);

...
Last edited by DanielSefton on Mon Jun 22, 2009 10:04 pm, edited 1 time in total.
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