[eq-dev] Using OGRE's particle effects in Equalizer...

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Sebastian

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Jun 9, 2013, 2:10:03 PM6/9/13
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... does not seem to work for me :(

I have an application which I can build with (for using it in the VR lab at
my university) and without Equalizer (for using it at home). It is based on
eqOgre.

Since OGRE is a little restrictive when it comes to its Singleton pattern, I
create six nodes on my local machine. Each of these nodes has one pipe, one
window and one channel. Every pipe manages its own OGRE framework. So far
everything from initialization to serializing custom classes and sending
them to the nodes worked fine. However, I can't get OGRE's particle effects
to work.
In the createScene method of the OGRE framework where the initial scene with
lights and other stuff is created I also create a particle system:

Ogre::SceneNode *sunNode =
mSceneMgr->getRootSceneNode()->createChildSceneNode("SUN_NODE");
sunNode->setPosition(sunPosition);
sunNode->attachObject(mSceneMgr->createParticleSystem("SUN_PARTICLE",
"Space/Sun"));

When I build the application without Equalizer, OGRE renders a beautiful sun
particle effect. But when I use Equalizer, it is just not there. The same
goes for all the example particle effects shipped with OGRE.


When I integrated stencil shadows into the program, I had to request them
using EQ_WINDOW_IATTR_PLANES_STENCIL. Is it possible that something similar
applies to particle effects?



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Stefan Eilemann

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Jun 10, 2013, 2:50:42 AM6/10/13
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On 9. Jun 2013, at 20:10, Sebastian [via Software] <ml-node+s171...@n2.nabble.com> wrote:

> Ogre::SceneNode *sunNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("SUN_NODE");
> sunNode->setPosition(sunPosition);
> sunNode->attachObject(mSceneMgr->createParticleSystem("SUN_PARTICLE", "Space/Sun"));
>
> When I build the application without Equalizer, OGRE renders a beautiful sun particle effect. But when I use Equalizer, it is just not there. The same goes for all the example particle effects shipped with OGRE.
>
> When I integrated stencil shadows into the program, I had to request them using EQ_WINDOW_IATTR_PLANES_STENCIL. Is it possible that something similar applies to particle effects?

I'm by no means an Ogre expert. Using 1-window.nonthreaded.eqc should give you functionally the same thing as GLUT. If that still doesn't work (I guess it won't), you either need a different window configuration (I can't see what) or you're missing some Ogre call, e.g., to update the particle system.

Did you ask on the Ogre mailing list/forum?


Best,

Stefan.
--
http://www.eyescale.ch
https://github.com/Eyescale/
http://www.linkedin.com/in/eilemann








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Sebastian

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Jun 10, 2013, 4:12:11 AM6/10/13
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> you either need a different window configuration (I can't see what) or
you're missing some Ogre call, e.g., to update the particle system.

The second was the case: When built without Equalizer, I call
Ogre::Root::getSingletonPtr()->renderOneFrame() which takes care of
everything.
When built with Equalizer I used to call:
Ogre::Root *root = pipe->ogre()->getRoot();
root->_fireFrameStarted();
mWindow->update(false);
root->_fireFrameEnded();

but I forgot to also invoke root->_fireFrameRenderingQueued(), which
triggers events for e.g. texture animation and - guess what - particle
systems! Now it works!

Thank you very much.



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Stefan Eilemann

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Jun 10, 2013, 4:18:45 AM6/10/13
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On 10. Jun 2013, at 10:12, Sebastian <ssch...@informatik.uni-siegen.de> wrote:

> Thank you very much.

Welcome!

Since we've had questions on eqOgre, would you mind hosting and maintaining your project on github?


Cheers,

Stefan.

Sebastian

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Jun 10, 2013, 4:40:21 AM6/10/13
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> Since we've had questions on eqOgre, would you mind hosting and maintaining
your project on github?

I will need to check this with the rest of my project group, but I
definitely think, this is possible.



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Sebastian

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Jun 10, 2013, 1:32:59 PM6/10/13
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No one objected today so I will soon host our project on github.



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