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ALicu |
Posted: Mon Dec 21, 2009 12:31 pm Post subject: Welcome! |
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Joined: 12 Feb 2007 Posts: 1330
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Hello Everyone!
I am glad to announce you that we (Quad Software) are officially offering support for rendering Grome scenes inside Ogre3D engine (developed and owned by Torus Knot Software, www.ogre3d.org).
We are using our Graphite library to export Grome data and render it inside Ogre3D applications. The integration source code is provided. Complete source code of Graphite library can be licensed separately but it is not necessary for using this integration. Commercial or non-commercial usage is provided free of charge for all Grome clients.
More information about this support on this page:
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=Editor/ForEngines/editor_ogre
Best Regards,
Adrian Licu
Quad Software |
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Jabberwocky |
Posted: Mon Dec 21, 2009 7:06 pm Post subject: |
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Joined: 04 Mar 2008 Posts: 6 Location: Canada
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A couple questions:
- Which version of Ogre3D is supported?
- Are you using Ogre3D's terrain rendering code, or have you replaced it with custom Grome-specific terrain rendering code? _________________ The Salvation Prophecy
Space Combat. Planet Exploration. Strategic Domination. |
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ALicu |
Posted: Mon Dec 21, 2009 7:18 pm Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi,
Ogre version is used 1.6.4 and we plan to keep this integration up to date with the latest stable versions.
We are using graphite rendering code (not Ogre's). We will support Ogre system if clients request it and if most of the needed features are supported. For now our implementations supports all types of layers Grome supports (masked tiles, detail, lightmaps, specular layers etc), vertical texture mapping, seamless transitions at the borders (padding of masks pixels). You also have access to fast query functions for collision or getting data from special ID map layers (to be used for other tasks like material ids, step sounds coding, AI etc).
Best Regards,
Adrian L. |
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