Pavel Rojtberg
Pavel Rojtberg
can you elaborate more on your usecase? If you have a scenario where most of your entities share the same "custom parameters" then the should rather use a common material....
I wonder if you could bake the length into the UV coordinates instead? I know the current trend favors flexibility, but Ogre functions best with the traditional distinction between vertex...
did you see: https://github.com/OGRECave/ogre/blob/master/Docs/14-Notes.md#task-based-workqueue ?
works fine here: https://github.com/OGRECave/ogre/blob/f629d22520e2cf3d380e968e6538c0001631b459/Samples/Media/PBR/pbr-vert.glsl#L14
the issue is that our `CPreprocessor` will first expand the `OGRE_UNIFORMS` argument, replacing `FOO=1`, before evaluating the ifdef. Adding to know issues for now, as there is an easy workaround....
can you run the tools from your home folder? e.g. ``` cd /home// OgreMeshTools/OgreXMLConverter ```
the ogre snap comes with the command line tools: https://snapcraft.io/ogre
sound more of a windows snipping tool issue then an Ogre issue
adding Bites component as this might be related to how windowing is done by SDL2.
at some point blender was able to export .bullet files for colliders: https://www.youtube.com/watch?v=fv-Oq5oe8Nw However this is all that I could still find regarding that: https://github.com/LaughingLeader-DOS2-Mods/dos2de_bullet_exporter?tab=readme-ov-file maybe bullet still supports loading...