No more shirking, developer CVS is back. 😀I’ve committed my skeleton HDR compositor, still lots of blanks to fill in but the script is there, as are the main components of the shaders. More work on that tomorrow, I was investigating XSI issues today. On another note, I got my C14/BS1363 adapters today, which was a surprise. Being a tight git, I’d picked the free super-saver delivery from Amazon since I wasn’t in any real rush, so it’s supposed to take 2-5 days more than regular delivery.
For the first time in recent memory (barring holidays away), I didn’t write a single line of code this weekend. That’s not to say I didn’t use the computer - I set up the UPS, configured the Linux server for 24×7 running and such - but except for a few posts in the forum I didn’t touch OGRE at all. I actually feel quite guilty. Marie was happy though, she’s always saying I work too much.
Someone posted in the OGRE Forums recently to inform us that the French version of Computer Arts featured OGRE on their cover DVD this month. If you squint a little, you can see our logo on the front of the DVD there. They went to town, distributing pretty much everything including the demos, the SDKs, the precompiled tools and exporters and also some of the addons we make available in binary form (like the Particle Editor, RenderMonkey exporter and CEGui Mesh Viewer).
Oh dear, this is really not good at all. Yesterday morning Sourceforge had a hardware failure on their developer CVS server which has effectively ground all projects hosted by it to a halt. They are currently reporting that whilst they are working on it, they have no firm fix timescale and that it will be at least 48 hours before it is back, at a minimum. This means OGRE 1.2.0 RC2 cannot happen this weekend.
Well, I’ve been pulling in a few different directions the early part of this week, including fixing a few bugs here and there and finalising some contract work. Will return to the HDR issue tomorrow - it’s quite interesting reading about the various practical approaches, all of which are much more complex than the tech demos you’ll find in the Dx9 SDK et al. Still, even though I’d quite like to experiment with some more advanced techniques, I realise I don’t have the time to burn so will implement the traditional approach at first, and will come back to more complex scenarios later.
I finally finished going over the patches submitted to OGRE this weekend, and the permission requests for extending the OGRE license model in Eihort have gone out. In the end there were 60 people we had to approach, from a little over 500 patches. Responses have already started trickling in. I finally got back to working on a HDR compositor this evening (there are now 13 compositors in the compositor demo, so this will make it 14).
One of the things I was catching up on this weekend was a little bit of contract work, which I can’t talk about specifically but let’s just say it was about porting some code to pure Direct3D. It’s been a while since I had to write everything in regular D3D code - all the D3D code I write these days is to add features to the existing OGRE base, and that’s not so bad, in small doses.
I’m taking a little time out from OGRE this week; I’m still around in the forums but am not that much time coding. I have a little contract work I promised I’d do, and other than that I’m mopping up a bunch of other things that got pushed to the sidelines in the recent crunch period, including sorting out my home network and servers. Back soon.
It’s always nice to read blogs where people convert to OGRE from another engine to see what they think. I especially like reading entries like this: It’s always nice to read blogs where people convert to OGRE from another engine to see what they think. I especially like reading entries like this: It’s been over 12 hours since the release and nothing major has arisen, I think I can breathe out now.
It’s OUT! Yes, a year of hard work by many people has finally come to fruition. Jeff, JianHua and I were all online at the same time this morning to organise it all (11am for me, 7am for Jeff and 7pm for JianHua - as you can tell we’re not all online at the same time very often!), and it mostly went smoothly, just a couple of last-minute things as always but nothing show-stopping.