Ian Chen

Results 318 comments of Ian Chen

directional light and spot light shadows should be working in ogre2. However, there is an issue with having directional light and point light shadows enabled at the same time as...

github auto-closed the issue with the merge of #584. Reopening.

yeah that'll be nice go with the recommended way. Originally, we tried material schemes but couldn't get it to work in ogre 2.1. We then resorted to this workaround and...

thanks, we'll likely just have this fix in Garden with ogre 2.3. So I'll keep in mind to test this as part of the review of your existing PR, https://github.com/ignitionrobotics/ign-rendering/pull/553.

> (*) As for Fortress, personally I'd say HlmsPbsTerraShadows has higher priority than Ogre2IgnHlmsCustomizations, because the latter was fixing a bug that was also fixed in several ways IIRC. I'm...

for `Ogre2DepthCamera` I remember it was important to have the `GL_DEPTH_CLAMP`, otherwise the integration test fails. We currently don't have hlms customizations for this particular class, and I think you...

I think it could be issue happening on mesa driver / AMD card. I tried testing on two computers but they both have nvidia cards so was not able to...

it weird that commenting that specific pass made things not crash because a few lines below, I'm doing the same depth pass with `particleDepthTexture` which has the same depth texture...

The `time` variables are no longer used. Here's a quick PR to that removes them from the material script: https://github.com/ignitionrobotics/ign-rendering/pull/485. See if that helps

We are trying to simulate the case where objects are too close to a physical depth camera, i.e. in the 'dead zone' (can be up to a meter or more,...