http://www.ogre3d.org/mantis/view.php?id=517Greendogo wrote:Here's Ogre's page about what to do with bugs. If you haven't already registered on their forums, you should, since each one of you is working on an Ogre related project and this also gives you access to posting bugs in their bug tracker.
OGRE 1.8
- lgromanowski
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Re: OGRE 1.8
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Re: OGRE 1.8
Does using OGRE 1.8 mean we automatically get DX11 support? Will that be an option in the launcher?
Re: OGRE 1.8
No.
DX11 has removed fixed function, therefore OpenMW in it's current state wouldn't work with it.
DX11 has removed fixed function, therefore OpenMW in it's current state wouldn't work with it.
Re: OGRE 1.8
Haha DX11 support in Morrowind would be awesome
I want to see OpenMW with HDR rendering, simulated global illumination, object motion blur, depth of field, sub surface scattering, parallax mapping, volumetric smoke and clouds, soft body physics, cloth simulation, and hardware tessellation.
No rush though, whenever you guys get around to it
I want to see OpenMW with HDR rendering, simulated global illumination, object motion blur, depth of field, sub surface scattering, parallax mapping, volumetric smoke and clouds, soft body physics, cloth simulation, and hardware tessellation.
No rush though, whenever you guys get around to it
- sirherrbatka
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Re: OGRE 1.8
OpenGL works as well, you know?
Re: OGRE 1.8
Can anyone explain why supporting the DirectX n (where n is usually 9,10 or 11) is somewhat important? I genuinely confused. Supporting a particular DirectX changes something? Make something easier or harder to implement? What gives?
Re: OGRE 1.8
Newer DirectX versions typically expose new functionality, or more efficient ways to do pre-existing functionality. Unlike OpenGL, a given DirectX version doesn't really have a way to provide new functions without breaking ABI, and it's very limited in being able to extend beyond what the version originally defined.ezzetabi wrote:Can anyone explain why supporting the DirectX n (where n is usually 9,10 or 11) is somewhat important? I genuinely confused. Supporting a particular DirectX changes something? Make something easier or harder to implement? What gives?
So while you could use OpenGL 2.1 and add in extra support for geometry shaders on capable hardware, for example, you can't just use DirectX9 and add support for geometry shaders. It requires fully updating the renderer to DirectX10 or 11.
- psi29a
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Re: OGRE 1.8
I finally got mygui 3.2 and ogre 1.8 up and running and decided to check out 'next' branch of openmw.git , sadly while compiling I get this error message:
Any help around this issue?[ 0%] Building CXX object components/CMakeFiles/components.dir/bsa/bsa_archive.cpp.o
/home/brick/workspace/OpenMW/openmw/components/bsa/bsa_archive.cpp: In member function ‘virtual Ogre::Archive* {anonymous}::BSAArchiveFactory::createInstance(const String&)’:
/home/brick/workspace/OpenMW/openmw/components/bsa/bsa_archive.cpp:347:31: error: cannot allocate an object of abstract type ‘{anonymous}::BSAArchive’
/home/brick/workspace/OpenMW/openmw/components/bsa/bsa_archive.cpp:220:7: note: because the following virtual functions are pure within ‘{anonymous}::BSAArchive’:
/usr/include/OGRE/OgreArchive.h:228:33: note: virtual Ogre::FileInfoListPtr Ogre::Archive::findFileInfo(const String&, bool, bool) const
/home/brick/workspace/OpenMW/openmw/components/bsa/bsa_archive.cpp:348:3: warning: control reaches end of non-void function [-Wreturn-type]
make[2]: *** [components/CMakeFiles/components.dir/bsa/bsa_archive.cpp.o] Error 1
make[1]: *** [components/CMakeFiles/components.dir/all] Error 2
make: *** [all] Error 2
Re: OGRE 1.8
The next branch is still using OGRE 1.7. Not compatible with OGRE 1.8.
- psi29a
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Re: OGRE 1.8
OK, good to hear. Is there a branch that does use 1.8 ?Zini wrote:The next branch is still using OGRE 1.7. Not compatible with OGRE 1.8.