I upgraded Ogre today to 1.4.1. It looks like a much better release than I was using. I especially like that they assert now rather than throw exceptions. Things already feel more snappy.
Once I did that oFusion caused problems again. It turns out there was a bug in their mesh exporter, the only thing left I use it for, such that bounding boxes are calculated incorrectly. Judging by the forum this has been a known bug for a while yet the author didn’t fix it. So I wasted an hour figuring out how to run the mesh upgrader recursively, and I had to mod it to get rid of the exceptions so if a mesh didn’t have a material it wouldn’t crash generating tangent vectors. Now artists can’t export models anymore, although I’m not sure if they were to begin with.
The silver lining is that oFusion has another bug where it wasn’t generating tangent vectors anyway, so in hindsight it wasn’t really wasted work as I eventually should have done this regardless. Pre-generated tangent vectors let the game load faster.
Definitely, the first thing I’m going to do post-ship is to hire a programmer to write a usable exporter for the artists.
7 replies on “Upgraded Ogre + oFusion problems again…”
seriously, just use the Lexi exporter. It works as far as I’ve tried and it’s opensource. I detail that and other stuff in an earlier comment
Lexi doesn’t support Max 9
Yes, Eihort hasnt been the greatest Ogre release as far as I remember. Specially under Linux, I had to stop development because of GLX problems and also switching from Devil to Freeimage seems not to be a wise choice.
Actually, I wasn’t being sarcastic. Now that I reread it I guess it looks sarcastic 🙂 I originally planned to support Linux but due to a bad hire that got dropped. Now I’m using PhysX which doesn’t support Linux anyway.
Sad news. What about outsourcing? With a linux client you’ve got a lot of publicity for free.
(Yes, freeimage and CEGUI is just a crap and now loaded into Ogre 😉
I guess that eventually PhysX will support linux. Anyway, when that happens will be the time to worry about that. I expect Ogre 1.4 get better with time, it is a good engine and 1.4 is the best choice for a starting project. Also Im glad to see that it is being used for another commercial project, I would have expected from you Kevin to use Torque.
Writing your own exporter is dangerous path to go. It’s best to take an existing open source exporter and modify that then provide a UI wrapper.
If artists want WYSIWYG – just give them a previewer tool (a cut-down version of the engine) that reads in OGRE data.