OGRECave / ogre-procedural

procedural geometry for Ogre3D

Home Page:https://ogrecave.github.io/ogre-procedural/

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Porting to OGRE 2.2

TaaTT4 opened this issue · comments

I forked this repository to make the library working with OGRE 2.2. If you create a v2-2 branch (or something similar), I'm more than happy to submit a PR.
In addition, now that Ogre::ManualObject has the same features of the historical Ogre::v1::ManualObject (see: OGRECave/ogre-next#60) it should be straightforward to support also OGRE 2.1 (from my changes, it should be enough to revert the code I wrote related to Ogre::Image2 and Ogre::TextureGpu).

N.B.: I've ported just the library. Porting the samples and the tests is out of my needs.

Thanks!

In addition, now that Ogre::ManualObject has the same features of the historical Ogre::v1::ManualObject (see: OGRECave/ogre-next#60) it should be straightforward to support also OGRE 2.1 (from my changes, it should be enough to revert the code I wrote related to Ogre::Image2 and Ogre::TextureGpu).

I hadn't considered that once you build a v2 mesh (e.g. from a v2 manual object) there's no way to generate its tangents. Indeed, the buildTangentVectors exists just in v1 Mesh class. So, it's probably better to keep staying with v1 manual objects/meshes even if OGRE 2.2 is used. In this way, the user will have afterwards the freedom to decide what to do with the procedurally generated geometries: post-process them (e.g. building tangents, generating LODs, etc) or import them in v2 meshes.