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scene-oriented, flexible 3D engine (C++, Python, C#, Java)

Results 144 ogre issues
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- only happens if a ParticleFX Test is loaded after an preceding Test - PointEmitter::_initParticle gives one of two possible sequences for random direction - number of Math::UnitRandom() calls is...

Some SRS stages might want to access the same vertex attribute, e.g. TEXCOORD0. Other SRS stages do provide it by different means, e.g. by computing it. Currently the consumers check...

:file_folder: RTShaderSystem

The prebuilt Android SDK package is great but requires working on the actual device because libOgreJNI.so is compiled for `armeabi-v7a` architecture and cannot be run on the emulator. Is it...

:computer: Android
priority: low

- [x] [generate a mesh by code](http://wiki.ogre3d.org/Generating+A+Mesh) - [ ] [Render to texture](http://wiki.ogre3d.org/Intermediate+Tutorial+7) - [ ] [Projective texuring](http://wiki.ogre3d.org/Intermediate+Tutorial+6)

good first issue
:scroll: Docs

this would allow "caching" results for a faster startup and obsolete external bitmap font creation tools.

:file_folder: Overlay

![scenenodebench](https://user-images.githubusercontent.com/4941802/28494450-73af4326-6f2f-11e7-8331-836ee817610b.png) https://github.com/paroj/OgreSceneNodeBenchmark 140*140 Nodes = 19600 Nodes dispatches to: ```cpp SceneMgrQueuedRenderableVisitor::visit(const Pass* p, RenderableList& rs) ``` ## Frametime | Ogre | Configuration | Static (ms) | Animated (ms) | |--------|--------------|-------------|---------------|...

I suggest to add a versioning system that would abstract the Window SDK into "DXGI version" and "D3D version" both for compile time and run-time. With these one would easily...

:rocket: D3D11
help needed

to catch wrong usage early on. Requires extracting/ defining interfaces from shader code. even for build ins, we have to count variability: ```glsl bar.y = foo[0].w; ```

:file_folder: RTShaderSystem

use setShadowDirLightTextureOffset(0) and increase max distance accordingly

:file_folder: OgreMain

* D3D11: `enable_backwards_compatibility` f294da2a533adf723e86981964f56f6157b6685e * allows loading vs_2_0 on vs_4_0 * currently default on * D3D9: `backwards_compatibility` f371a1ac0dd43f47bffabbd544b37f88b0152054 * allows loading vs_1_x as vs_2_0 (on D3D10 only?) * currently default...

:rocket: D3D9
:rocket: D3D11