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  • Set custom HlmsMacroblock depending on compositor pass - Ogre Forums
    I understand, that Ogre tries to have scene as static as possible regarding of the attributes setups for the rendering through which it is possible to gain rendering performance Let's consider very simple example without any fancy complicated rendering technique I have 2 windows there and both windows render completely identical scene
  • Blender to Ogre mesh exporter
    3 I also set the correct path to OGRETOOLS_XML_CONVERTER in io_ogre config py prior to the first run 4 After copying the addon enable it in Blender from User Preferences > Add-Ons > Import-Export (CTRL+ALT+U) Search for ogre and check the box on the right
  • BGFX vs Ogre 2. 1 - Ogre Forums
    Does anyone know the benefits of choosing ogre over bgfx in terms of performance? I’m finding BGFX a lot easier to use than ogre at the moment but I don’t want to ditch Ogre just because I find it slightly harder to use Thanks for reading al2950 OGRE Expert User Posts: 1227 Joined: Thu Dec 11, 2008 7:56 pm Location: Bristol, UK x 157
  • Create Material Ogre-Next - Ogre Forums
    I would like to handle split screens dynamically So I would like to create in C++ a material file, and create glsl hlsl shaders with a dynamic count of textures and geomData and write the shaders to disc
  • Using read-only and uav buffers in GLSL vs HLSL - Ogre Forums
    What is the idea in Ogre to handle different binding slots in HLSL and GLSL? Is it intended to use conditions in c++ code to verify whether we are in d3d11 or gl3plus and whether ssbo is supported, etc (actually I need to assume it is, as I need to use uav buffers)
  • Issues setting up Ogre3D as an external dependency with CMake - Ogre Forums
    Ogre Version: 14 3 1 Operating System: Windows Alright, so I'm trying to set up a project which uses Ogre3D as a dependency and having a bit of trouble I have added Ogre3D as a git submodule and my project structure looks like this:
  • Low level material alpha channel not working - Ogre Forums
    HlmsBlendblock is incorrectly setup Could be a silly mistake Or it could be that someone passed a stack-generated pointer instead of one generated by HlmsManager Several months ago we updated to a newer FreeImage version and this caused issues: Missing alpha channels, swapped R B channels Make sure you are using latest ogre-next-deps; and that there are no lingering older versions (e g
  • Rendering to texture , procedural texture generation - OGRE
    Hello, what I try is the manual, procedural resource creation I want a texture be generated from shader programs , to do that I created ORTHO camera, and mesh quad which is supposed to do : Code: Select all




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