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 Post subject: Re: Detail questions on Thermite
PostPosted: Sun Aug 08, 2010 11:38 am 
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Sorry, I made a mistake! I've just noticed that in the ZIP file I gave you the HLSL version still uses some Cg. In 'HLSLTest.program' I have the line:

Code:
fragment_program HLSLTestFP cg


which should be:

Code:
fragment_program HLSLTestFP hlsl


But I don't have time to test this now... I will look as soon as I can.


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 Post subject: Re: Detail questions on Thermite
PostPosted: Sun Aug 08, 2010 4:15 pm 

Joined: Tue May 11, 2010 2:40 pm
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No problem about the mistake, I corrected it ;) .

Well, I tried using both materials (CgTestMaterial and HLSLTestMaterial); very annoying the ogre engine doesn't complain while starting up if the xml has a wrong format. The Cg version didn't log any error and run, but the material is transparent, even though I changed to others colors. HLSL version works good ans shows the purple color.

Besides the Cg conflict I should have, I'm sure something is wrong with OpenGL, writing that same test code in the SingleProjectedTextureFP.cg, only works when using DirectX, it crashes with OpenGL logging the same "textureMatrix" errors. Last time I tested I was running only with OpenGL (previous post). But of course, just to avoid any misunderstanding, using the original code for the SingleProjectedTextureFP.cg still crashes for both API's.

Quote:
One other question, do all the Ogre samples build and run correctly for you? I'm not sure which ones are using Cg, but have you noticed any problems?

No problems at all, I run almost every single ogre example in Release target, same binaries I'm using for the Thermite. Almost sure deferred shading and compositor examples use Cg shaders and both run perfect. I will focus first trying to make work with HLSL. Thanks for all your help.


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 Post subject: Re: Detail questions on Thermite
PostPosted: Mon Aug 09, 2010 8:40 pm 
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Ok, well porting the code to HLSL shouldn't be too difficult as the syntax is nearly the same as Cg. You can also remove the Cg plugin from plugins.cfg to avoid any confusion...

NotNullGothik wrote:
... the ogre engine doesn't complain while starting up if the xml has a wrong format.


If you mean when parsing the map file then this is my code... and you are right that it is not very robust. As everything is in development it is only as robust as I have needed it to be ;-)

Actually I am intending to drop those XML files anyway. I'm currently integreating scripting support into the engine and games will be able to create the map in their initialization script. Of course, this script could then load the data from an XML file it it wanted - this would be a game specific behaviour.


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 Post subject: Re: Detail questions on Thermite
PostPosted: Tue Aug 10, 2010 11:10 am 
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David Williams wrote:
Actually I am intending to drop those XML files anyway. I'm currently integreating scripting support into the engine and games will be able to create the map in their initialization script. Of course, this script could then load the data from an XML file it it wanted - this would be a game specific behaviour.

In that vein, it's interesting to see a blog post about QML/3D on Trolltech labs. It's not in a very usable state yet I don't think but it looks cool.

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 Post subject: Re: Detail questions on Thermite
PostPosted: Tue Aug 10, 2010 6:42 pm 
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milliams wrote:
In that vein, it's interesting to see a blog post about QML/3D on Trolltech labs. It's not in a very usable state yet I don't think but it looks cool.


Yes, actually I saw that earlier today. Very interesting! I must say, as I am working on this scripting support for Thermite I'm refactoing a few things, and the project seems to be heading towards being much more Qt oriented rather than Ogre oriented. I can see it almost getting the the point where it would be possible to switch out Ogre for another renderer.

I don't intend to do so (because Ogre is great!) but it may be possible to have a different 'render system' which uses OpenGL/QML3D to render a much simpler version of the scene without the Ogre dependancy.

I'll keep an eye on QML/3D for sure...


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