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  • Adding skeletal animation to Mesh on-the-fly (programmatically) - Ogre . . .
    I'm attempting a shenanigan: To load a mesh without blend indices weights, add those on-the-fly, then manually create skeleton bones and make it work together The purpose is to replace an existing (crude and inefficient) mesh deformation system in Rigs of Rods I'm using software skinning
  • 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
  • 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
  • Challenges Integrating Ogre in WPF with SWIG and D3DImage
    Ogre Version: 14 3 OS: Windows Hey everyone , I've been trying to use Ogre in WPF, but it's been quite challenging I found some older discussions about this, but they were using Mogre, and a lot has changed with SWIG I've created some projects with WinForms, and they work really well because each user control in WinForms has its own Handle, allowing me to display Ogre directly in the control
  • Texture mapping gLTF lt;-- gt; Ogre - Ogre Forums
    So Ogre would have to provide an interface to arbitrarily map tex types to textures and channels, or at least provide a set of different efficient schemes to choose from "Arbitrarily" is difficult, which is why it won't be implemented in the short term
  • 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:
  • Ogre building some Dependencies in Release instead of Debug
    Ogre building some Dependencies in Release instead of Debug by Subham Burnwal » Mon Oct 30, 2023 10:06 am Ogre Version: 14 1 Latest Operating System: Windows 10 Render System: d3d11 I have successfully built Ogre for Release Since MSVC wont support debug and release builds switching, therefore I am separately building Ogre for Debug only
  • Errors during Build for Linux - Ogre Forums
    However it looks like it didn't pick up the ogre-next-deps dependencies correctly as it was trying to build without JSON support While this is supported, it's not recommended as many features will be left out Double check you're following the steps correctly so that RapidJSON is picked up from ogre-next-deps; or simply use the Quick Build




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