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Posted: Tue Aug 16, 2005 8:01 am
by THCM
Good work! Works here also!

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

Posted: Tue Aug 16, 2005 8:39 am
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.

Posted: Tue Aug 16, 2005 9:17 am
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!

Posted: Tue Aug 16, 2005 2:11 pm
by dracflamloc
Good news. How about the source changes?

Posted: Tue Aug 16, 2005 2:14 pm
by Fred
dracflamloc: of course it will be released, it's still beta for now.

Posted: Tue Aug 16, 2005 2:21 pm
by dracflamloc
Great. =)

When you need testing for the linux verison let me know

Posted: Tue Aug 16, 2005 10:46 pm
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:

Posted: Tue Aug 16, 2005 10:52 pm
by Fred
The lights are probably working better, yes. All should be working better :)

Posted: Wed Aug 17, 2005 8:12 pm
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.

Posted: Thu Aug 18, 2005 3:36 pm
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.

Posted: Thu Aug 18, 2005 5:47 pm
by Num3
:shock:

GREAT JOB !!!!

Posted: Thu Aug 18, 2005 6:09 pm
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!

Posted: Thu Aug 18, 2005 6:20 pm
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.

Posted: Thu Aug 18, 2005 7:02 pm
by sigi
Great Shadows, but only in windowed mode ?
Can`t see them in fullscreen.

Posted: Thu Aug 18, 2005 7:27 pm
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.