Ogre 1.0.3 Beta available for testing

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THCM
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Post by THCM »

Good work! Works here also!

I noticed that the skybox isn't correct anymore. Just have a look at skybox.pb.
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Post by Fred »

About the skybox, the files needed by the skybox needs to be slightly changed (look at the skybox files found in the Ogre demo package 1.0.3 on ogre3d.net, they work as expected)

I will try to keep pb OGRE up-to-date to minor version, so it should be easier to keep track of each changes.
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Post by THCM »

Yes, the skybox works correct now, but I have to reconvert all my meshes to the new ogre-build to test further.

I hope everything works as expected using the latest stable build of Ogre and in future there is a little more time for you to update and upgrade the Ogre integration!
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Post by dracflamloc »

Good news. How about the source changes?
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Post by Fred »

dracflamloc: of course it will be released, it's still beta for now.
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Post by dracflamloc »

Great. =)

When you need testing for the linux verison let me know
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Post by SoulReaper »

Thanks Fred :)

Woohoo works nice here thanks for the time put in :P

you know its strange but I think the lights are working better lol maybe its me :P :lol:
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Post by Fred »

The lights are probably working better, yes. All should be working better :)
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Post by Searhin »

Wow, thank you for the OGRE update! Great! :P

That's exactly what I needed - I'm about to learn the 3D stuff. Currently fiddling with Milkshape3D... :?

However, there is some very... *strange* behavior with my 3D demo project. I'll try to find out the cause.
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Post by Fred »

There is a new version online, at the same address. We have removed the OgrePlatform.dll dependency, so only 2 dll are needed now, and the overall size is reduced. All functions now supports the #PB_Any flag, which allow to handle objects like any other PB libraries. Also, the IsMesh(), IsTexture(), IsMaterial(), IsLight(), IsCamera(), IsParticleEmitter() and IsBillboardGroup() functions have been added, for completness. If you find any problems, feel free to report them :)

Edit: just added realtime shadow support for the entities, there is a shadow.pb file in the archive which demonstrate all that ;). Don't forget to install the new purelibraries as well.
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Post by Num3 »

:shock:

GREAT JOB !!!!
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Post by THCM »

Yep, works fine here! The new engine is !much! faster with very complex meshes! The only problem I have, that I can't convert my old meshes to the newest format and I lost my 3dsmax files, so I can't test my game at the moment.

Hope we'll get new features to experiment in the near future!
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Post by Fred »

Well, we have updated the engine to make it useful to the one who wants to use it, but we have to move on other topics right now, so it won't probably be updated until the next major release of PB. However, the bugs fixes will be much easier to do, so don't hesitate to report any problem.
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Post by sigi »

Great Shadows, but only in windowed mode ?
Can`t see them in fullscreen.
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Post by Num3 »

sigi wrote:Great Shadows, but only in windowed mode ?
Can`t see them in fullscreen.
Confirmed here is the same only on windowed screen...

I also own an ATI board.
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