Hi,
Aside the development of raafal, I'm starting to have a closer look at the Ogre3D/Purebasic combination, as I'll need to create a "runtime" environment (named 'raaptor') for certain kinds of projects (while raafal itself will be more on the "editor"/"DCC Tool" side).
I was wondering if some of you already have used Ogre3D with a linear workflow ?
From the Ogre3D documentation I've red so far, it seems possible as we can declare a gamma option while loading textures (for non-linear textures), and PureBasic gives access to the creation of Compositor effects, so it must be theoretically possible to create an effect to convert the final render from linear to the correct color space (sRGB, REC709,..).
Just wanted to hear from your experiments on this, if any, before I dig deeper.
Cheers,
Guy.
[Ogre3d] Linear Workflow
- grabiller
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[Ogre3d] Linear Workflow
guy rabiller | radfac founder / ceo | raafal.org
- grabiller
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Re: [Ogre3d] Linear Workflow
Ok, so it seems very few, if any, are using a linear workflow with Ogre3D/PureBasic.
After having a closer look at how the Ogre3D Material system is handled through PureBasic, I understand now that there is no way to setup and use a linear workflow with the 'standard' Material/Texture functions that PureBasic offers to setup Ogre3D "default" Materials.
One has to use Ogre3D material scripts through the use of Parse3DScripts() (and using #PB_Material_None), then use a specific Compositor effects script that can be loaded with PureBasic (CreateCompositorEffect()) but that is not available by default.
I'll setup an example I'll post here so those interested in using a linear workflow will have a starting point.
(for your information, not using a linear workflow means having technically wrong renders and results, as you get from all the default Ogre3D examples from PureBasic, so if you are into realistic rendering, trying to implement PBR shading, etc.. then you *must* use a linear workflow at first)
After having a closer look at how the Ogre3D Material system is handled through PureBasic, I understand now that there is no way to setup and use a linear workflow with the 'standard' Material/Texture functions that PureBasic offers to setup Ogre3D "default" Materials.
One has to use Ogre3D material scripts through the use of Parse3DScripts() (and using #PB_Material_None), then use a specific Compositor effects script that can be loaded with PureBasic (CreateCompositorEffect()) but that is not available by default.
I'll setup an example I'll post here so those interested in using a linear workflow will have a starting point.
(for your information, not using a linear workflow means having technically wrong renders and results, as you get from all the default Ogre3D examples from PureBasic, so if you are into realistic rendering, trying to implement PBR shading, etc.. then you *must* use a linear workflow at first)
guy rabiller | radfac founder / ceo | raafal.org