
[SOLVED] 'Ogre::SharedPtr<Ogre::Texture>::pRep'
Mar 23, 2016 · I'm porting a project from 1.8.1 to 1.10. So far it's going ok, but I've run into a problem I don't understand.
Hello World, Ogre - Ogre Forums
Apr 19, 2020 · Ogre Version: OGRE 1.12.5 MSVC SDK Operating System: Win10 64b Render System: ALL Hello, Please, Can someone help me with a simple hello world? I'm two days …
Bind uav buffers in more dynamic way - Ogre Forums
Feb 14, 2025 · I need to bind in compute shader vertex/index buffers to iterate the vertices and triangles and compute screen space distances there, but in Ogre there are missing some bind …
MacOs - can't install with xcode avec cmake - Ogre Forums
Feb 4, 2024 · It seems you found a bug. isOgreNext () is supposed to determine whether OgreNext was compiled with CMake option OGRE_USE_NEW_PROJECT_NAME set or …
Unable to run SampleBrowserNDK after building for android - OGRE
Jan 17, 2023 · Ogre Version: :13.6.1: Operating System: :Windows 10: Render System: Hello, I am having a problem running the SampleBrowserNDK after building it. I built ogre for android …
CodeBlocks : undefined reference to OIS:: and Ogre:: - Ogre Forums
Feb 12, 2009 · CodeBlocks : undefined reference to OIS:: and Ogre:: by Griffe333 » Thu Feb 12, 2009 6:23 pm
OgreXMLConverter - Ogre Forums
Dec 7, 2011 · I have the Ogre SDK 1.7.3 for the iPhone and it does not have the OgreXMLConvertor in the bin folder. Neither does it have the ogre.framework. I am trying to …
Normal maps and displacement maps - Ogre Forums
Jan 6, 2009 · Is it in fragment or vertex shader calculated? Are there any examples of using displacement maps in Ogre? Is there anything needed geometry-wise to use displacement …
A MMORPG game engine base on Ogre - Walker3DII
Oct 23, 2012 · Hi Ogre3D community I’m Ketoo. today I released an exciting technology video and some screenshots. Those real time images are from engine Walker3DII which is …
Adding skeletal animation to Mesh on-the-fly (programmatically)
Jun 16, 2024 · Hello greenskins, I'm attempting a shenanigan: To load a mesh without blend indices/weights, add those on-the-fly, then manually create skeleton/bones and make it work …