DX9 may be dropped in Ogre 2.0 Final 4

So, I’ve been working on a fork. There’s also another one. Both will eventually merge The code is far from finished at the time of writing. But the direction where we’re heading to is already quite clear. You can even glimpse a bit of what’s coming: Yeah, we’re going bindless in 2.0. The HLMS is […]


Enhanced “Registers” window in Qt Creator

As I said in previous posts, I consider Qt Creator a very good candidate for replacing Visual Studio. I believe it has potential to become the IDE closest to perfection. However, the debugger irritates me. It irritates me the least, but still it needs polishing. But, unlike Visual Studio, I have access to the source […]

Reducing code bloat: Unnecessary overloads example

Understanding how your algorithm works and its use cases is very important. It allows you strip code you will never use (or better yet, never code for it). Or may be this could be seen as a case of overengineering. Such is the example of Ogre’s LodStrategy. There are multiple Lod strategies in Ogre, but […]


Linear depth buffer my ass

It’s often believed that in order to achieve a linear depth buffer, one needs to counter the W division by multiplying the Z component of the position before returning the vertex shader: At least that’s what I thought too for a very long time, ever since I read Robert Dunlop’s article on linearized depth. The […]

Ogre Animation: 2x-3x performance 16

Ogre Animation is finally shaping up. There’s a lot to do, namely: Add TagPoints Add NEON support Document & samples I have to say I’m glad to see that the new animation component is 2x-3x faster and is able to use 60% of the CPU cores (out of a quad core machine), thus running 2500 […]



Visual Studio, unaligned store frustration 2

So, I fired the profiler and SkeletonInstance::resetToPose appeared in the hotspot list. Since it’s not theoretically a performance sensitive function, that felt strange. I looked at the generated code, and to my surprise, it was awful. These pictures summarize it all. It affects Visual Studio 2008, 2012, 2013 (and probably 2010). Basically VS is thinking […]

Microsoft, we need to talk about Visual Studio 24

I really hope Microsoft employees (from the Visual Studio team) or the management read this post. We all are internally talking about it, but don’t say it out loud. I don’t like pretending speaking for everyone else, Here’s a shocker: latest revisions of Visual Studio are failing to satisfy the video game industry. Which, last […]



GDB Pretty Printers for Ogre SIMD datatypes 3

Debugging on Linux sucks. Let’s try to make it suck a little less. I was debugging a bug in Ogre, and after giving up with Linux, in MSVC the issues came up almost instantly after looking at this screenshot (note the bug has been fixed in this shot): With a single mouse hover I was […]

On Mike Acton’s review of OgreNode.cpp 15

You may have seen on Mike Acton’s twitter account that he posted a review code on OgreNode.cpp. Seems like some community members are waiting for my response, I made a few comments on bounceapp but due to my inexperience with that site I didn’t realize changes had to be saved. So here goes my reply: […]

New way of handling camera relative rendering 4

When Ogre 1.x users are far from origin, things begin to shake. Animations flicker. Eyes pop out of their sdockets.┬áPlaystation(R) 1 artifacts all over the place. This is because of precision problems with floating point when using large numbers. To help mitigate those artifacts, SceneManager had a setting called “setCameraRelativeRendering”. The idea is that both […]