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- Ogre Forums - Index page
[News] Ogre-Next 3 0 0 Eris released: dark_sylinc: Wed Oct 16, 2024 1:25 am: 6 times this year: Announcements News Information: Can't make minimal material work: rpgplayerrobin: Sat Jun 14, 2025 1:07 pm: 2 times this month: Help: please explain Ogre lighting model: paroj: Fri Jun 13, 2025 11:58 am: 2 times this week: Help
- render depth buffer using compositor - Ogre Forums
Code: Select all compositor DepthMap { technique { Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { Render output from previous compositor (or original scene) input previous } target_output { Start with clear output input none Draw a fullscreen quad with the black and white image pass render_quad { Renders a fullscreen quad with a material
- Imgui with ogre-next - Ogre Forums
The main ogre-next meshes in RenderDoc all work perfectly (vertice data input and output) I was wondering, if a better approach would be just to create a mesh and fill it with the imgui renderables I would have to figure out how to get this imgui "mesh" to render last
- how to use ogre-meshviewer in windows - Ogre Forums
D:\ogre-meshviewer_24 06-win64>python exe ogre_mesh_viewer py D:\ogre-meshviewer_24 06-win64\test\Sinbad mesh Creating resource group General Creating resource group OgreInternal Creating resource group OgreAutodetect SceneManagerFactory for type 'DefaultSceneManager' registered Registering ResourceManager for type Material
- BaseWhiteNoLighting material file - Ogre Forums
Code: Select all With all default values that Ogre is passing through material BaseWhiteNoLighting { receive_shadows on transparency_casts_shadows off technique { lod_index 0 scheme Default pass { lighting off max_lights 8 start_light 0 iteration once point_size 1 point_sprites off point_size_attenuation off point_size_min 0 point_size_max 0 scene_blend one zero depth_check on alpha
- Building Ogre 3. 0 for iOS on XCode 16. 3 on macOS 15. 4. 1
I tried manually adding the CoreVideo framework to the project but that didn't help Probably some recent changes on xcode 16 3 we also had the problem new clang has no std::char_traits<ushort> specialization, and std::char_traits<T> is undefined
- OpenSceneGraph vs. OGRE. - Ogre Forums
I've also looked at OSG a bit before Ogre, and found the scene graph not that different from Ogre The aims of both engines are quite different though Ogre: - Optimized for utilizing all the fancy GL features like hardware vertex buffers supported by mainly ATI, NV and mainstream cards - Supports GL and D3D
- alpha clipping - Ogre Forums
I even bundled custom static version of assimp (the one with debugging added) into OGRE_DIR and it works there, but the images are still not clipped So I guess I need to manually change materials at run time, for which I need help how to get material from glb, modify it and put back so Orge will pick it up instead of original material
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