Pavel Rojtberg
Pavel Rojtberg
actually I just write a small cmake file whenever I encounter an autotools build on windows as it is faster then getting autotools to run there for me. Therefore I...
some of the latest changes broke the static build on android & iOS: https://travis-ci.com/github/OGRECave/ogre/jobs/320742335#L751 will try the v0.13.71 tag
that gets me to the next error: https://travis-ci.com/github/OGRECave/ogre/jobs/320758264#L768 v0.13.71 works though, so I will stay with that for now
works here: ```sh gltut$ cmake -GNinja -Bbuild . gltut$ ls build/data/ | grep St StandardColors.frag Standard.frag Standard.vert ```
in how far is this different to https://github.com/opencv/opencv_contrib/pull/933 ?
> I saw PagedGeom was crashing, it needed custom wind shader or something. I have ported PagedGeom to Ogre UnifiedShader a while ago: https://github.com/OGRECave/ogre-pagedgeometry/commit/d5b5d6ce13a5ca7db77e9e5f31df7d4c83210168 maybe the RoR version does not...
note that Ogre already provides an API to do this, given you can use the same material for all of the entities: https://ogrecave.github.io/ogre/api/latest/tut__static_geom.html
> Writing a custom batching tool is really the only viable way: my point was that you can use StaticGeometry inside your tool to take care of merging the meshes....
you might want to consider LOD in the design of this and auto generate them at some point though: https://youtu.be/hf27qsQPRLQ?si=W4x8w8QCDqJrUdM-&t=705 https://ogrecave.github.io/ogre/api/latest/meshlod-generator.html
see https://ogrecave.github.io/ogre/api/latest/class_ogre_1_1_scene_manager.html#af24677a56a91713c40c3bdb9025da38d