View Full Version : Ogre Rendering Engine Problems

12-14-2005, 09:19 AM
I am currently doing some 3d work for a game and the developer I am working
with is using Ogre.

We are currently facing some problems so I thought of asking your help.
1. Ogre doesnt release all memory back upon quiting. I am not specialist to this,
so if someone knows anything about it, I can bring him in contuct with the developer and find the solution.
2. The Z axis is opposite to LW, thus the pitch works opposite too.
Is there a recipe to translate LW mot files to ogre-world ?
3. As far as I can realize, simple motion (position,rotation,scale) can take place easily. My developer claims that he need to add skeletons to the mesh, something I find wrong.

Thanks for any reply.

12-14-2005, 11:02 AM
I don't know what format Ogre is using but converting bones rotations ( which are in Euler angles) is not as simple as swapping coordinates ( as it is the case with mesh conversion)

You need to write a bit more complicated code to do that.
This link should get your coder going as far as conversion.

In fact, Lightwave SDK helper library (mocap) already contains version of the above code (MoCap/lomon_library/com_eulerangle.c and com_eulerangle.h) which is specifically geared towards use in Lightwave.

12-14-2005, 06:17 PM
Have you posted in the Ogre Developer Talk Forum (http://www.ogre3d.org/phpBB2/viewforum.php?f=4&sid=875d5b0305fb6e8c316345858f39dbf2) ?
It's pretty active.

(We're seriously considering swapping out the torque rendering engine for the Ogre rendering engine come the new year.) :)