3
votes
How can I get PagedGeometry grass to receive shadows?
This is not my answer, but a reference to what I believe is the solution to the question.
The post I am linking to below (titled "paged geometry trees and shadows") directly describes solving the ...
2
votes
GLSL shader time uniform freezed?
It sounds like your noiseTex you're looking up into might be configured with wrapping mode CLAMP_TO_EDGE - once your ...
1
vote
Accepted
what are texcoord tags in mesh.xml file in Ogrexml format?
finally, I found the problem.
1-it seems the texcoord tag is using to determine the UV map of texture.
2-an option in the data tab of blender is used to keep and show UV maps, from there I deleted ...
1
vote
Accepted
1
vote
Optimize polygons renderization
NOTE: I am unfamiliar with Ogre3d but I do greatly enjoy optimizing things.
I would imagine that part of the issue is that you're going to be continually Allocating memory. What's worse, it sounds ...
1
vote
Ogre Render Lines completely wrong
The triangles you're drawing per iteration of the loop are the triangles:
t, t + 1, t + 1
And
t + 2, t + 2, t
These are ...
1
vote
Accepted
Strange gpu glitch
Luckily the fix was quite simple: increase shader precision.
On both shader files I changed the line
precision mediump float;
by this one
...
1
vote
I have problems for export from Blender to Ogre3D
I would recommend using the blender2ogre exporter: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=blender2ogre
If the plugin doesn't export .mesh files, and only exports .xml files, use the XML ...
1
vote
get value from UniformParameterPtr in Ogre
UniformParameterPtr is a typedef for Ogre::SharedPtr<UniformParameter>. With ...
1
vote
Overlap color between objects
What you are essentially doing is counting the number of times each pixel is drawn to. There are two obvious ways to do this: incrementing the stencil buffer, or incrementing the color buffer using ...
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