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Ogre plugin / exporting light positions

 
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zarfius
DeleD PRO user


Joined: 06 Nov 2008
Posts: 7

PostPosted: Mon Sep 07, 2009 6:06 am    Post subject: Ogre plugin / exporting light positions Reply with quote

Hi

I've been using the Ogre plugin for a while now and it suits most of my needs. However, there are a couple of issues with it.

1. The Ogre.log files report the mesh as being an old format.
2. It doesn't export everything e.g. light postions.

The first issue is not a big deal. Things seem to work anyway.

The second issue on the other hand makes life a real pain. I can create my scene with some lights and run the light mapper to bake the lighting into the static mesh used to represent my game level.

I can then load the scene into my game and add some dynamic objects around the level. Everything works okay, but to get shadows on my dynamic objects I also need to load dynamic lights at the same positions I set them up in DeleD.

The ideal solution to these problems would be to add some extra functionality to the Ogre mesh exporter. Is the source code available? Or perhaps it's worth writing a new one from scratch?
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Sat Mar 20, 2010 12:32 pm    Post subject: Reply with quote

I know this is an old thread, but one of interest to me. Anyone interested in the future of 3D gaming over the internet, should keep a close eye on the Ogre graphics format (can't say too much, I'm under a strict NDA).

Arranging lighting in the Ogre platform isn't easy by far. It seems to use opposite relationships, like -25 is actually 25 radiants above the horizon Confused and not degrees, something to do with amzith... Obviously, using DeleD's lighting system is a treat, rotate, move all work perfectly for arranging lighting.

Whilst I can use seperate prims to mark light positions, which I can delete when I swap them for the scene lighting. The only one I cannot do, and spend a long time trying to match, is the directional light. This requires, making alterations, publishing the world, closing down the scene builder, opening the world in a browser, checking, doing all over again and again, until either right, or almost.

I suspect it may not be possible to transfer the lighting information, if the programme is not expecting it, or has that facility. I have noticed the properties window doesn't report rotations for objects, including the lighting. At least I could write that down and use it manually.
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Lascar
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Joined: 28 Feb 2010
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Location: Cornwall, England

PostPosted: Sat Mar 20, 2010 4:01 pm    Post subject: Reply with quote

AWM Mars posted:
…. keep a close eye on the Ogre graphics format ….


Interesting.
I have not heard of orge format before (just done a quick search on Yahoo for info).
Unfortunately, as soon as I read that programming in C++ is needed I lost interest.
I have been messing around with computers since the Spectrum days and I have lost count of the number of computer languages I have had to learn to programme the various machines that have passed through my hands.
Recent years have seen a break-away from the need to programme in C++, which has been a good thing for gaming (DarkBasic, 3DRad, etc) …. perhaps not so good for the big corporate company's.
Retuning to C++ (in my opinion) would be a backward direction.
Personally, I can't see the purpose of having to learn C++ just to make games – hopefully the easy to use game creation utilities with quickly follow.
Regrettably, I have tried several times to learn C++ but always ended up giving up totally lost.
.
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AWM Mars
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PostPosted: Sat Mar 20, 2010 4:30 pm    Post subject: Reply with quote

Well.. as I said I am under a NDA.. but Ogre graphics will be a primary supported engine in a delivery method being developed, or more to the point, redeveloped, to stream VR information/data, through a common and already very well established format.

This is NOT reinventing the wheel, the method of controlling this form of data has been around for so long in a different guise, it will not need any software, drivers, pluggins etc etc to run.
Its not Java, its not Flash, in fact, all I can say is, you will be surprised just how easy it will be.

The scene creation programmes will be/are common place.
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Lascar
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PostPosted: Sat Mar 20, 2010 5:02 pm    Post subject: Reply with quote

In that case I will keep a close eye on the Ogre graphics format Wink

I downloaded it just now to take a look - never too old to learn new tricks Rolling Eyes
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AWM Mars
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PostPosted: Sat Mar 20, 2010 5:59 pm    Post subject: Reply with quote

here is a useful link.. http://www.ogitor.org/

and ummm.. if you read german http://de.wikipedia.org/wiki/Qt_%28Bibliothek%29

EDIT:
This is simply a scene creator for Ogre Graphics.. this is not the delivery system I was speaking, or not speaking about. So no hints.
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zarfius
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Joined: 06 Nov 2008
Posts: 7

PostPosted: Sun Mar 21, 2010 3:32 am    Post subject: Reply with quote

Lascar wrote:
AWM Mars posted:
…. keep a close eye on the Ogre graphics format ….


Interesting.
I have not heard of orge format before (just done a quick search on Yahoo for info).
Unfortunately, as soon as I read that programming in C++ is needed I lost interest.
I have been messing around with computers since the Spectrum days and I have lost count of the number of computer languages I have had to learn to programme the various machines that have passed through my hands.
Recent years have seen a break-away from the need to programme in C++, which has been a good thing for gaming (DarkBasic, 3DRad, etc) …. perhaps not so good for the big corporate company's.
Retuning to C++ (in my opinion) would be a backward direction.
Personally, I can't see the purpose of having to learn C++ just to make games – hopefully the easy to use game creation utilities with quickly follow.
Regrettably, I have tried several times to learn C++ but always ended up giving up totally lost.
.


I just wanted to make a few points here:
- Ogre is a graphics engine writtin in C++, but it does have wrappers for other languages such as C#.
- Writing an exporter for the mesh format that Ogre uses doesn't actually require any C++. That depends on the application your exporting from.
- Your right that C++ is an old complex language and there are programming languages that are much easier, but the reason it's still used heavily in game development is because it's fast and there's lots of existing libraries.
- If you can go for the rest of your programming life without learning C++ good for you, but it certainly wouldn't be a step backwards in the game development industry. It's likely to play a big part for a long time to come.

That said, I personally always try to choose the programming language best suited to the task, and often C++ is not appropriate. I've been programming for 17 years and I know lots of languages. Sometimes C++ suits the project perfectly.
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