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  • frankiezafe 15:51 on 2018-01-13 Permalink | Reply
    Tags: , inverse kinematics, PBR, , , urho3d,   

    Urho3D, demo session. Great work, tested on windows and osx.

    The end of the video is the discovery of the editor.

    Try out the samples.

    All examples:


  • frankiezafe 16:45 on 2018-01-03 Permalink | Reply
    Tags: , , ,   

    Normal map generation, using blender and

    Read more here: Notes:Normal map generation.

  • frankiezafe 15:32 on 2017-12-31 Permalink | Reply
    Tags: , ,   

    Switching to Ogre 2.1 

    Just compiled the latest version of Ogre, little guided tour of the samples showing the new features.

    First and one of the biggest improvement is the new PBR materials.

    Demo with 128 lights with baking.

    Demo of radiosity.

    Shadows definition.

    And terrain module, with modifiable sun position.

    There is some work to get this new version running within the polymorph engine, the work will start next week!

  • frankiezafe 22:30 on 2017-11-16 Permalink | Reply
    Tags: , memory leaks, oracle, profiling, valgrind   

    Testing different profiling tools on the engine.

    Even if the performance analyzer seems very nice, plenty of graphics and tabs, i will keep on with valgrind for the moment, as it does what i need (memory leaks detection), and also because i get what it does much more easily than the tool of oracle!

    Valgrind, a flat file on the system, and a valgrind –help command, simple.

    Oracle performance analyzer, entering the gasworks…

  • frankiezafe 16:01 on 2017-11-02 Permalink | Reply
    Tags: , ergonomy, gravity, ,   

    Manipulation of gravity through a plumb line.

    A plumb line is a cross-cultural representation of the gravity vector ref. In this case, by manipulate it, you modify the world gravity. Even if it is the exact opposite of the common sense, i think the analogy is clear enough to avoid any explanation.

  • frankiezafe 20:50 on 2017-11-01 Permalink | Reply
    Tags: , , look and feel,   

    Complete UI style for 2D elements.

    All standard Ogre’s use interface objects have been styled in the polymorph way!

  • frankiezafe 13:41 on 2017-11-01 Permalink | Reply

    Cello Fortress, Up to four players use controllers to navigate their tank, using one stick to move and the other to shoot. They dodge bullets and attack the turrets. At the same time, the game analyses the notes played by the cellist, as picked up by a microphone. Aggressive notes activate the burst-cannons, dissonant chords turn on the flame-throwers, and an ominous melody charges a bombardment.

  • frankiezafe 00:38 on 2017-10-19 Permalink | Reply
    Tags: , , ,   

    Editing ogre materials:

  • frankiezafe 23:24 on 2017-10-12 Permalink | Reply
    Tags: , , , , , , ,   

    (a bit more than a technical demo this time)
    After finishing the work on shadows, it was time to play with the different materials possibilities.

    To explain a bit what you are seeing:

    • at the top left, the 3 textures containing the shadow maps;
    • transparent walls (wireframes) are not take into account in the shadow map because they are using a specific material called invisible_for_shadows, i think the name is obvious;
    • the foggy volume above the ground is made of a stack of 25 thin boxes, using another cool material: solid_shadows_no_cast, they receive shadows but don’t cast them;
    • and the balls, using the solid_shadows material and having the standard behavior, but in wireframe, implying that fog is hollowed when you look through them.

    A cool feature is the ability to set the alpha of the shadows material per material. For the jelly fog, the material is looking like this:

    material screen_mat : solid_shadows_no_cast
        pass standard
          diffuse 0.6 0.7 0.95 0.2
          emissive 0.2 0.3 0.45 0.4
          depth_write off
          scene_blend alpha_blend
        pass pssm
          fragment_program_ref ShadowsPssm_pix
            param_named shadow_alpha float 0.2

    The speed control over the physic simulation (when everything freeze) is modifying the time multiplier of bullet. The call is looking like this:


    Complete projects is accessible in the engine, under samples/0.1/example.pssm_shadows.

    I need to rest a bit, it has been a harsh road to get this packed. The last part of the job is to ensure the compatibility low opengl versions!

  • frankiezafe 14:11 on 2017-10-11 Permalink | Reply
    Tags: , , ,   

    Ogre3d really deserves some attention to deliver its full potential. A good example is the management of different version of shaders in a single program. In the image here above, the graphical cards are very different: the laptop has a low-end integrated intel chipset, the workstation is working with a GTX 980. The supported opengl version: glsl120 max for the laptop, vp40 for the gtx.

    This information is dumped in terminal when the application starts, search for something like this:

    Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl glsl100 glsl110 glsl120 gp4fp gp4gp gp4vp gpu_fp gpu_gp gpu_vp nvgp4 vp30 vp40

    Once identified, we can now prepare a program script to select shaders automatically.

    In the .material:

    material shader_tester
          fragment_program_ref tester_pix

    In the .program:

    fragment_program tester_pix_glsl glsl
      source tester_pix_120.glsl

    fragment_program tester_pix_glsl_330 glsl
      source tester_pix_330.glsl
      syntax fp40

    fragment_program tester_pix unified
      delegate tester_pix_glsl
      delegate tester_pix_glsl_330

    The crucial instruction here is the syntax definition in fragment_program tester_pix_glsl_330. The available flags are listed here: Declaring Vertex/Geometry/Fragment Programs. The fragment_program tester_pix_glsl has no syntax flag, it will be used as the default one.

    Shaders are stupidly simple in this case.


    void main() {
      gl_FragColor = vec4( 0,1,0,1 );


    #version 330
    void main() {
      gl_FragColor = vec4( 1,0,0,1 );

    And that’s it for the automatic selection of shaders in ogre.

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