Yearly Archives: 2013


Visual Studio, unaligned store frustration

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 […]


Microsoft, we need to talk about Visual Studio

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 […]


New way of handling camera relative rendering

When Ogre 1.x users are far from origin, things begin to shake. Animations flicker. Eyes pop out of their sdockets. Playstation(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”. […]


Ogre 2.0 Porting Manual DRAFT Published

I’ve upload a DRAFT of Ogre 2.0 Porting Manual. It can be downloaded in PDF format from the following two mirrors: MIRROR 1 MIRROR 2 For those interesting in write access, you can download it in ODT format. The forum thread has been updated as well as the wiki. The idea […]


Post GSoC future.

Phew! GSoC is over. It’s been rough. A lot of fun. I’d hope it could last 3 more months, and we would get Ogre in an awesome state. Well, back to our weekends-only contributions; though I’ll probably be making a few more commits as I’m still accelerated and with some […]


What I hate from OpenGL API

The OpenGL API sucks. It has gotten better over time, but still is miles away from what it should be. And probably, the API needs a redesign from scratch, something that was promised a long time ago but never happened. There’s often a talk about “API wars” or “DirectX vs […]


Not everything is Gold (yet): Animations

I’ve spent a lot of time bragging explaining and showing Ogre 2.0 performing faster than it’s predecessor. However something came up while I was doing some testing: Objects with animations were running slower. A closer look blamed the culprit: All animations are being updated every frame. Regardless of whether they […]