Hi,
I was curious about the move to Ogre rendering; why exactly are you moving towards using it? It's a pretty good rendering engine (I have not used it myself), but wouldn't one you wrote yourself be a bit more fine-tuned towards your needs?
For example, in implementing seamless planetary flight, I would assume the main graphics issue would be the levels of display; how much to draw. Wouldn't it work better if you wrote that yourself rather than using a general renderer? I think that it would be a bit more efficient.
However, I understand that most people working on this project are busy a lot of the time; using Ogre rather than writing your own rasterizer is probably a good idea in this case.
Ogre3D
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- The Shepherd
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Re: Ogre3D
It's plug-in architecture and CEGUI are a few other considerations our current GUI code is rather primitive in what it it allows and it also makes a refactoring of the code base a necessity it has gotten a bit sloppy after all these years,safemode has been at cleaning up all the compile warnings lately in his branch and plans to merge to trunk soon.
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Re: Ogre3D
That makes sense. I should probably have read up more about it before posting. So, essentially you can extend the functionality with your own classes. Also the refactoring makes sense; I just took a peek at the source. I didn't realise how bloated a large project such as VS can get.
I'll definitely try and contribute something sometime; schoolwork is keeping me pretty busy. I have not worked on a large project before, so this will be a new experience.
I'll definitely try and contribute something sometime; schoolwork is keeping me pretty busy. I have not worked on a large project before, so this will be a new experience.
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Re: Ogre3D
Nice to hear that, othello. Welcome, and I hope you come here to stay. Help is always welcome
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Re: Ogre3D
Is there any code committed to svn for the move to OGRE? How can I get involved in it?
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- The Shepherd
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Re: Ogre3D
There is a separate branch in the svn repo you can browse the whole repo with a web browser here it have been quite a while since it was touched and may no longer complie and it's just a framework that klauss was working on but i would check out the main trunk and compile it first so you get a idea of the complexity.And i would use a limited data set as the meshes will have to be converted to Ogre's .mesh format and have a look around the wiki for the how to compile svn on various OS's happy hacking.
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Re: Ogre3D
I've checked out and compiled trunk/vegastrike and trunk/data as the web documentation recommended. Thats what I've been playing with. I managed to hack a pacifier and add a big flying pink square.
I didn't see anything regarding ogre other than mentions in the forums about this cool feature and that cool feature. What is the url to checkout that branch? I didn't see any branches on the svn server with svn list, perhaps I'm looking in the wrong place?
I didn't see anything regarding ogre other than mentions in the forums about this cool feature and that cool feature. What is the url to checkout that branch? I didn't see any branches on the svn server with svn list, perhaps I'm looking in the wrong place?
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Re: Ogre3D
url should be:
https://vegastrike.svn.sourceforge.net/ ... gre_branch
thats how i checked it out....
https://vegastrike.svn.sourceforge.net/ ... gre_branch
thats how i checked it out....
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