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View Code? Open in Web Editor NEWprocedural geometry for Ogre3D
Home Page: https://ogrecave.github.io/ogre-procedural/
License: MIT License
procedural geometry for Ogre3D
Home Page: https://ogrecave.github.io/ogre-procedural/
License: MIT License
Providing a "FindProcedural" macro would make configuring a project for
ogre-procedural easier.
Original issue reported on code.google.com by [email protected]
on 9 Nov 2010 at 10:09
Currently, samples use the install target to copy Ogre files.
Ideally we would use configure instead, so install would be reserved to
creating a sdk directory.
Media files and cfg files would be versionned into Ogre-Procedural, and only
required dlls would get copied.
Original issue reported on code.google.com by [email protected]
on 1 Oct 2010 at 9:48
Right now, every primitive is oriented in a specific manner (Y-axis is the "up"
vector for primitives such as cylinder and cones..)
It would be useful to be able to scale/orient/translate primitives inside the
mesh.
Of course, this would not be a replacement for Ogre's scene graph hierarchy,
but something useful when working inside a mesh.
Original issue reported on code.google.com by [email protected]
on 26 Jan 2011 at 9:28
Once a file format will be defined, a possible feature could be automatic
caching of resulting meshes. The goal would be of course to speed up mesh
generation when it has already been done, and would be especially useful for
long operations, such as CSG.
The user should be able to freely enable/disable it globally or per mesh, or
even let the system decide by itself (based on the quantity of cache mem
available and the complexity of mesh generation).
Original issue reported on code.google.com by [email protected]
on 5 Nov 2010 at 11:20
Put a lot of comments in API code and output a Doxygen guide.
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 9:18
For this purpose, TriangleBuffer should do something closer to what is done
with ManualObject : calls to normal(), textureCoord() should only refer to the
last added vertex, and shouldn't add a new vertex.
Original issue reported on code.google.com by [email protected]
on 28 Jan 2011 at 11:01
Right now, the only way to customize UV generation is uTile and vTile.
A cool feature would be the ability use a texture atlas, targetting only a part
of the texture, for example.
Original issue reported on code.google.com by [email protected]
on 26 Jan 2011 at 12:38
Just another way to init a generator if one doesn't want to use the classic
"setSizeX()"
Original issue reported on code.google.com by [email protected]
on 26 Mar 2011 at 6:48
It would be nice to be able to redistribute a precompiled and ready to use sdk.
A CMake install target could copy everything needed to a sdk folder, as Ogre3D
already does.
Next step would be a 'findOgreProcedural.cmake'...
Original issue reported on code.google.com by [email protected]
on 13 Sep 2010 at 2:20
Being able to build a "middle shape" betweeen several shapes would be great for
extrusion.
It should not be used when a simple scale or rotate is needed (for that, a
simple modifier on extruder would be enough).
Original issue reported on code.google.com by [email protected]
on 5 Nov 2010 at 1:11
Test it with ubuntu!
Original issue reported on code.google.com by [email protected]
on 6 Sep 2010 at 9:42
Create a generator that takes a shape and a path and outputs a mesh
Original issue reported on code.google.com by [email protected]
on 23 Sep 2010 at 9:54
These property should be settable, either for a given segment or group of
segements, or for the whole path :
- Shape orientation
- Scale
- Rotation around path axis
Original issue reported on code.google.com by [email protected]
on 16 Nov 2010 at 8:29
Rather than a raw crash, generators should provide assertion errors when a
parameter is wrong.
Original issue reported on code.google.com by [email protected]
on 4 Oct 2010 at 7:11
This would allow the display of shapes and paths, which is useful for debugging
user code or OgreProcedural itself
Original issue reported on code.google.com by [email protected]
on 12 Jan 2011 at 10:05
Compiling and running sample should be optionnal in CMake.
Original issue reported on code.google.com by [email protected]
on 4 Oct 2010 at 8:47
Implement ProceduralRoundBoxGenerator
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 8:30
Paths and SimpleSpline are quite similar in their functionality, so conversion
is easy.
Original issue reported on code.google.com by [email protected]
on 25 Jan 2011 at 8:03
If a point of seg1 lies on a segment of seg2, union of seg1 and seg2 does not
work.
Original issue reported on code.google.com by [email protected]
on 16 Mar 2011 at 10:13
Whenever it's possible, estimateVertexCount and estimateIndexCount shall be
used, to reduce buffer reallocation.
Original issue reported on code.google.com by [email protected]
on 28 Feb 2011 at 4:36
Using BezierPath in an extruder can produce visual bugs, especially when
working with tight angles. A workaround should be found to make it look
visually OK.
Original issue reported on code.google.com by [email protected]
on 4 Nov 2010 at 10:13
The user has to say whether the outside of its shape is on the left or on the
right side.
When the shape is closed, it's actually possible to determine that
programmatically...
Original issue reported on code.google.com by [email protected]
on 15 Mar 2011 at 10:30
Some people think it's a good idea...
First step would be to create an uniformized software vertices/indices buffer
and have every mesh generator output to it.
Original issue reported on code.google.com by [email protected]
on 11 Oct 2010 at 9:49
Right now, the samples are only included in the full source release.
It would be good to include sample in precompiled SDKs, even if kept at a
source level.
Original issue reported on code.google.com by [email protected]
on 13 Oct 2010 at 9:27
It is quite obvious that users need to be able to procedurally generate terrain.
Different methods of generation shall be provided:
- Random/perlin noise
- Fractal
- User-provided functor
- Pseudo-random based on tendencies (user defines where is it more or less
mountainous...)
Original issue reported on code.google.com by [email protected]
on 28 Feb 2011 at 4:51
It shouldn't be compulsory to name the output mesh, instead, you may just want
to get an auto generated name.
Original issue reported on code.google.com by [email protected]
on 29 Mar 2011 at 4:49
Same as 3D CSG, but in 2D.
Might be easier to implement.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2010 at 8:50
A file format which could define procedural meshes could be great in order to
move mesh description away from code.
However, once this format is defined, it should always be in sync with features
available from plain code.
Original issue reported on code.google.com by [email protected]
on 28 Oct 2010 at 9:14
Ogre's paging system really seams powerfull and extensible.
As OgreProcedural may take quite some time to generate a big scene, paging
(with background generation) seems like the perfect tool for the job.
Original issue reported on code.google.com by [email protected]
on 26 Jan 2011 at 3:25
Besides the Catmull-Rom mode, the user should have several ways to define
spline tangents:
- Custom tangents with Bezier algorithm
- Smooth tangents
- Defined angle
...
The user should also be able to mix up several modes in the same spline.
Original issue reported on code.google.com by [email protected]
on 4 Nov 2010 at 10:16
Sometimes the normals are reversed.
Original issue reported on code.google.com by [email protected]
on 27 Mar 2011 at 9:45
What steps will reproduce the problem?
1. Generate IcoSphere by generator
2. Apply material with texture
3. See chaos !
What is the expected output? What do you see instead?
http://img845.imageshack.us/img845/6131/tmp1.png
Both poles seem to be affected.
What version of the product are you using? On what operating system?
0.1, WinXP, Ogre 1.7.2 ( Mogre )
Everything other seems to be fine, just the UV generated for Ico is not correct.
Original issue reported on code.google.com by [email protected]
on 11 Apr 2011 at 12:26
Extrusion will need triangulation in order to generate caps on non-closed
paths....
Here is a a good description of a constrained delaunay triangulation, that we
could use : http://www.geom.uiuc.edu/~samuelp/del_project.html
Original issue reported on code.google.com by [email protected]
on 28 Oct 2010 at 9:09
Right now, triangulator has a special layout.
It should be like any other mesh generator.
Original issue reported on code.google.com by [email protected]
on 14 Apr 2011 at 2:17
The idea is to extend extrusion to inter-connected multiple paths, such as an
exit from a highway, if you model the highway using extrusion.
This feature is still highly theoric, ie I'm not sure there's a nice solution
to do that. Anyway, it would be very powerful if it worked...
Original issue reported on code.google.com by [email protected]
on 5 Nov 2010 at 10:38
Solution : duplicate vertices around u=0.0 line
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:02
[deleted issue]
One cool feature would be to be able to project something (path, mesh?) on a
plane or a terrain.
That would enable the creation of roads, for example.
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 9:49
In every configuration... of course
Original issue reported on code.google.com by [email protected]
on 23 Sep 2010 at 9:43
The sample crashes on exit
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 9:00
Testing new features shall not be done in samples, because it produces
instability.
An optionnal "test" subproject would be better...
Original issue reported on code.google.com by [email protected]
on 28 Feb 2011 at 8:33
When modelling a city, you often have repeating elements, such as pillars under
a bridge, or lights along a road.
A repeater would adress this need..
Original issue reported on code.google.com by [email protected]
on 5 Nov 2010 at 10:46
Someone on the forum argued it is a big overhead... got to check if we can
easily switch it on/off.
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 7:10
Revolution and extrusion will need this...
Required features:
- create a shape/path from points
- automatically determine wheter it's closed or not
- add the ability to specify what is "inside" or "outside"
- create a bezier generator
- create many simple shapes/paths generators, such as circle, square, line...
Original issue reported on code.google.com by [email protected]
on 11 Oct 2010 at 9:56
UV texture has some quirks at some places...
Original issue reported on code.google.com by [email protected]
on 23 Sep 2010 at 9:47
Here's a small patch that fixes a few problems I had:
* Added support for generating the mesh into a specific resource group.
* ManualObject is now unnamed and cleaned up after generating the mesh.
Original issue reported on code.google.com by [email protected]
on 31 Jan 2011 at 6:07
Attachments:
It's still the most popular IDE out there...
Original issue reported on code.google.com by [email protected]
on 4 Sep 2010 at 1:20
The idea is simply to generate a mesh from a shape rotated 360° around an axis.
Original issue reported on code.google.com by [email protected]
on 5 Nov 2010 at 10:40
Inspire on what has been done for Ogre.
It seems it's not easily possible to support PCH for something else than VS...
Original issue reported on code.google.com by [email protected]
on 17 Feb 2011 at 10:51
Including thesse scripts would allow more simplicity in ogre-procedural's cmake
scripts...
Original issue reported on code.google.com by [email protected]
on 10 Nov 2010 at 7:47
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