Page 1 of 1
couple more questions about the engine
Posted: Mon Jun 11, 2007 2:39 pm
by scott
first question, wich im guessing and hoping it does but does ogre suport LoD?
and the second question does it use key frame animation or some other sort of animation?
Posted: Tue Jun 12, 2007 1:15 am
by Spyrewolf
buh?
1st question why are you asking ogre specific questions on an RF related board?
shouldn't you ask over at their boards?
i'm sure they'd be able to give you better answers than we could
Posted: Tue Jun 12, 2007 2:15 am
by scott
cos RF2 is using ogre, and it depends if andy actualy puts the function into the editor, while we could find out how to use the normal way like every other ogre user the whole point of RF2 is so you dont.
so yea i would belive that it would because all engines i know of, even for the xbox 360 use LoD.
Posted: Tue Jun 12, 2007 3:29 am
by Spyrewolf
AH...... Right
sorry dude your right,
did some research for being a jackleg
[Speed Options
MaxPixelError : The maximum error allowed when determining which LOD to use. That would determine complexity on screen. More Precise means slower. ]
^taken from ORGE wiki
i assuming it supports lod's but it may generate them if i read that correctly
Posted: Tue Jun 12, 2007 4:37 am
by paradoxnj
Ogre uses Discrete Level of Detail which is the same as what is implemented in RF. You create multiple meshes of different LOD and set the distances. IIRC, someone wrote a continuous level of detail scene node some time ago.
Posted: Wed Jun 13, 2007 8:17 am
by Voltare
ogre, like Rf, has to have its files exported to its own internal file format, as well.
Posted: Tue Jun 26, 2007 9:35 pm
by AndyCR
As for the animation question, it supports skeletal animation (like RF) but also supports vertex weighting, which makes movements much more realistic (In real life, when you move the shoulder, the base of the neck moves, but not as much as the shoulder. Bone weighting lets you do this in your animations).