1 | This application demonstrates the integration of rain to an Ogre scene. Rain is animated through pixel shaders, and rendered with refraction from the background scene.
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2 | This demo needs Ogre Dagon (1.2.5) and an NVIDIA shader model 3.0 compliant graphics card (Geforce 6 or superior).
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3 | It runs fine under OpenGL, it currently DOES NOT run under DirectX. It will work after porting to Ogre eihort, which introduces vertex texture fetch support.
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4 |
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5 |
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6 | Usage :
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7 | -------
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8 | - Use mouse and arrow keys (or numpad arrow keys) to move the observer.
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9 | - Spacebar pauses the particles.
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10 | - + and - change the particles sizes
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11 | - Q and S change the particles speed
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12 | - W and shift+W introduce wind blowing on the particles
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13 | - O hides the fps overlay
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14 | - printScreen captures a screenshot to a file on disk.
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15 | - esc to quit the application
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16 |
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17 |
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18 | Run :
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19 | -----
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20 | Go to bin/debug or bin/release directory and launch the program 'rain'. You will most certainly need to modify the 'resources.cfg' file in debug/release directory to reflect your Ogre installation.
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21 |
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22 |
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23 | Build :
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24 | -------
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25 | Run and build the solution (rain.sln)
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26 |
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27 | If you wish to modify the application, the most important parameters are set in the file CommonRain.h.
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28 | There, you can modify the number of particles (there are BILLBOARD_POS_TEX_SIZE² particles in the system), the type of particles (comment/uncomment the #define STREAKS and #define SNOW directives), and witch on/off the interaction between particles and light sources).
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29 |
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30 |
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31 | Documentation :
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32 | ---------------
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33 | A 'doc' folder is included, containing Doxygen generated documentation of the application. It also includes a basic overview of the method.
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34 | The following link will give you access to some videos of the application :
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35 | http://www.msi.unilim.fr/~rousseau/rain.html
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36 |
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37 |
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38 | Contact :
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39 | ---------
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40 | Pierre Rousseau, University of Limoges (rousseau@msi.unilim.fr)
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