material

Ogre3d really deserves some attention to deliver its…

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

Working on a two passes material the shadow…

Working on a two passes material, the shadow pass being potentially added automatically in the material by enabling shadows. Here is how it looks: material two_pass_shadows {   receive_shadows on   technique   {          shadow_caster_material shadowscaster          pass standard     {       ambient 0.0 0.0 0.0 1.0       diffuse 0.8 0.8 0.8 1.0       specular 0.0 0.0 0.0 1.0 0.0       emissive

Juste pour vos yeux le dump d’un matériau…

Juste pour vos yeux, le dump d’un matériau Ogre:  PMaterial:     group: General     name: shadows_pssm_cube     receive shadows: 1     transparency cast shadows: 0     size: 3862     techniques: 1         technique[0]             name:             scheme: Default             lod index: 0     passes: 1         pass[0]             name: 0         ** programs:             vertex program: Shadows_pssm_vs             fragment program: Shadows_pssm_ps             compute program:             shadow caster fragment program:             shadow caster vertex program:

Several hours of work later the class PMaterial…

Several hours of work later, the class PMaterial is fully integrated to PNode. This part has been tricky: materials and textures are shared objects, managed by managers below the objects. The approach is to create PMaterial on demand, when you call pnode.getMaterial, for instance. Once created, it stays in the pnode until you destroy it

Preparation of a 3d model for skeleton example…

Preparation of a 3d model for skeleton example. The model is from Sophie Kahn and distributed by #additivism (their selection is really good!). Image of the model in the 3d additivism cookbook: First step was to reduce (a lot) the number of faces of the model ( around 75% ), generate a UV map and