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  • frankiezafe 12:04 on 2016-08-24 Permalink | Reply
    Tags: , graphics, ,   

    Shadows, at last!

    Due to some tiny errors in the shaders of the ShadowsV2 sample, it has been quite tricky to make PSSM shadows work in the example.

    Not sure yet how this will behave with transparency and skinned meshes + borders require a bit of blur, but cool for now!

    screenshot08242016_125517735

    screenshot08242016_125457418

    screenshot08242016_125541686

     
  • frankiezafe 11:47 on 2016-08-13 Permalink | Reply
    Tags: graphics,   

    Glitches in #ogre3d.

    By disabling the clean up pass in the compositor, nice results begin to show up! Note that the UI is not accumulated (the white cross for instance).

    screenshot08132016_124341642

     
  • frankiezafe 16:58 on 2016-08-07 Permalink | Reply
    Tags: , , graphics, ,   

    Too much complexity.

    On the way home yesterday, i sketched the required modification to make to the joint generation algorithm to generate normales. And, sadly, i came to a point where the hours of works and analysis involved were too high, taking into account that this technique requires a shader to animate the model (another tricky point). The whole idea of generating everything programmatically is sexy, really, but i’ll drop it for now.

    Today, i opened blender 1h30 ago, and here is the result: object is UVed and boned, ready to be animated and will react correctly to lighting.

    joint-in-blender-cropped

    About generative objects, an old idea is running my brain for a while: it will come back soon!

     
  • frankiezafe 18:58 on 2016-08-05 Permalink | Reply
    Tags: , , , graphics   

    UV coordinates generation.

    End of the week and a bit disapointed: i didn’t finished the joint generation. Manipulation of memory using OGRE_ALLOC_T, MemoryDataStream & DataStreamPtr is tricky. The idea is to generate the texture on the fly, for each new joint. Therefore, i couldn’t achieve the uv calculation… The top faces are ok, the other ones have to be done.

    mesh-joint-uvs

     
  • frankiezafe 19:06 on 2016-08-03 Permalink | Reply
    Tags: , graphics,   

    Generation of mesh, material and texture.

    Thanks to the #MadMarx tutorial, BaseExample now demonstrate how to generate elements at runtime.

    In the screenshot here below, the central square with the green/red gradient has been generated, not loaded from the disk.

    OGRE Render Window_658

    Source: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Mad+Marx+Tutorials&structure=Tutorials

     
  • frankiezafe 19:56 on 2016-07-14 Permalink | Reply
    Tags: , graphics,   

    Graphical research regarding the lighting + different types of elements that might be useful.

    modules-with-lighting_001

    modules-with-lighting_002

    modules-with-lighting_003

     
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