Search found 19243 matches

by jacmoe
Sat Feb 28, 2015 1:08 pm
Forum: Lounge / Off-topic
Topic: What happend with Ogre?
Replies: 214
Views: 55588

Re: What happend with Ogre?

On one hand I am happy that we don't have to deal with all those help-vampiric newbs, but I really miss the buzzingly active group of skilled Ogre users which never ceased to amaze me. However, the start of the year has always been a very, very quiet period of time. If it's any consolation, it's the...
by jacmoe
Fri Feb 27, 2015 12:55 am
Forum: Showcase
Topic: [Source] kiUi - minimal auto-layout Ui library
Replies: 39
Views: 8867

Re: kiUi - minimal auto-layout Ui library

Great work :)

The look, however.. it would take a required taste to call it beautiful.
Keep it up!
Ogre can't seem to get enough gui libs. ;)
by jacmoe
Fri Feb 27, 2015 12:39 am
Forum: Help
Topic: Integrating Ogre into Qt ...
Replies: 34
Views: 4374

Re: Integrating Ogre into Qt ...

Strictly speaking, you don't need that timer event unless you are animating something in your Ogre scene, like textures, skeletons, etc. Here is a most minimal impl : #ifndef OGREWIDGET_H #define OGREWIDGET_H #include <QWidget> #include "EngineCore/EngineInterface.h" class OgreWidget : pub...
by jacmoe
Thu Feb 26, 2015 9:03 pm
Forum: Help
Topic: Integrating Ogre into Qt ...
Replies: 34
Views: 4374

Re: Integrating Ogre into Qt ...

Also, take heed of this:

Code: Select all

QPaintEngine* OgreWidget::paintEngine() const
{
    // We don't want another paint engine to get in the way for our Ogre based paint engine.
    // So we return nothing.
    return NULL;
}
by jacmoe
Thu Feb 26, 2015 9:02 pm
Forum: Help
Topic: Integrating Ogre into Qt ...
Replies: 34
Views: 4374

Re: Integrating Ogre into Qt ...

https://bitbucket.org/ogitor/ogitor/src/6435fcf6a976d781af43241f5e3ee83f8304a973/qtOgitor/src/ogrewidget.cpp?at=default #if defined(Q_OS_MAC) || defined(Q_OS_WIN) params["externalWindowHandle"] = Ogre::StringConverter::toString((size_t) (this->winId())); #else #if QT_VERSION < 0x050000 co...
by jacmoe
Thu Feb 26, 2015 8:45 pm
Forum: Help
Topic: Integrating Ogre into Qt ...
Replies: 34
Views: 4374

Re: Integrating Ogre into Qt ...

I wouldn't worry about it. :) The 'problem' is that Qt has implemented a special QSurface subclass especially for OpenGL to be used with a special QPainter OpenGL context thingie. However, since you are using Ogre, just set the paint engine to null in your QWidget class and just let Ogre render. All...
by jacmoe
Mon Feb 23, 2015 9:17 pm
Forum: Ogre 2.0+
Topic: Ogitor for OGRE 2.0
Replies: 111
Views: 9381

Re: Ogitor for OGRE 2.0

Oh wait I just remembered ... it's not that statically linking an LGPL lib means the combined work must be LGPL. It's that you must provide everything necessary for end users to be able to re-link the application. So any license would be fine, but closed commercial source cannot statically link an ...
by jacmoe
Mon Feb 23, 2015 9:04 pm
Forum: Ogre 2.0+
Topic: [CLOSED] Compiles good but...
Replies: 8
Views: 577

Re: [Ogre 2.0 HELP] Compiles good but...

It does not have to be your application, but something that gets loaded when your application gets loaded. Maybe a plugin you forgot about?
by jacmoe
Mon Feb 23, 2015 9:03 pm
Forum: Ogre 2.0+
Topic: Ogitor for OGRE 2.0
Replies: 111
Views: 9381

Re: Ogitor for OGRE 2.0

LGPL would be a good fit for the editor framework, simply because it means that we can statically link to Qt if we choose to do so. But, as Stealth977 says: everything is wet paint at the moment. ;)
by jacmoe
Mon Feb 23, 2015 9:00 pm
Forum: Ogre 2.0+
Topic: [CLOSED] Compiles good but...
Replies: 8
Views: 577

Re: [Ogre 2.0 HELP] Compiles good but...

That error means that the import library doesn't match the runtime library.
So C6burns is right.
by jacmoe
Mon Feb 23, 2015 3:39 pm
Forum: Ogre 2.0+
Topic: error with latest 2.1 build on windows 7
Replies: 8
Views: 785

Re: error with latest 2.1 build on windows 7

Forgot to mention that it is a good idea to build the INSTALL project as it should update the configuration files (most of the time, anyway) to match your build configuration. I can't remember if it actually does comment out non-built plugins, but it did once upon a time. ;)
by jacmoe
Mon Feb 23, 2015 3:24 pm
Forum: Ogre 2.0+
Topic: error with latest 2.1 build on windows 7
Replies: 8
Views: 785

Re: error with latest 2.1 build on windows 7

When using CMake always, always treat the generated solution w projects as read-only output. Always, always use CMake to configure/reconfigure. If you want to remove the d3d11 project, simply un-check that option in CMake GUI and reconfigure. And when reconfiguring it is always, always a good idea t...
by jacmoe
Mon Feb 23, 2015 1:26 pm
Forum: Ogre 2.0+
Topic: error with latest 2.1 build on windows 7
Replies: 8
Views: 785

Re: error with latest 2.1 build on windows 7

I had to edit the find DirectX cmake script in the ogre_deps repo to make it use the June sdk instead of the platform sdk. diff -r dab34cf9f29a cmake/FindDirectX.cmake --- a/cmake/FindDirectX.cmake Sun Nov 23 13:05:05 2014 +0000 +++ b/cmake/FindDirectX.cmake Mon Feb 23 13:26:13 2015 +0100 @@ -38,17 ...
by jacmoe
Sun Feb 22, 2015 10:49 pm
Forum: Help
Topic: Tips for a Map-Generator
Replies: 5
Views: 248

Re: Tips for a Map-Generator

"The procedure entry point ??C?$SharedPtr@VMesh@Ogre@@@Ogre@@QBEPAVMESH@1@XZ" was not found in the DLL "OgreMain_d.dll" Same goes for the release mode with the "OgreMain.dll"... Dude: you have a mixup between what you include and what you link to, and what you run it a...
by jacmoe
Sun Feb 22, 2015 7:17 pm
Forum: Help
Topic: Display text on screen in Ogre1.9
Replies: 22
Views: 903

Re: Display text on screen in Ogre1.9

'ms_Singleton' was renamed to 'msSingleton' in a recent commit.
by jacmoe
Fri Feb 20, 2015 2:21 pm
Forum: Ogre 2.0+
Topic: [Ogre2] problem with compile 64 bits
Replies: 8
Views: 675

Re: [Ogre2] problem with compile 64 bits

Try to reproduce it with a truly minimal application.
Cut out anything extra - that really helps to pinpoint what is wrong. :)
by jacmoe
Fri Feb 20, 2015 2:19 pm
Forum: Ogre 2.0+
Topic: [Ogre2] problem with compile 64 bits
Replies: 8
Views: 675

Re: [Ogre2] problem with compile 64 bits

In my opinion, a report like this is very close to absolute uselessness because it isn't minimally reproducible.
It sounds like there can be a multitude of contributing factors involved..
by jacmoe
Fri Feb 20, 2015 10:39 am
Forum: Showcase
Topic: OpenMW thread [Version 0.33 Release Video]
Replies: 21
Views: 11364

Re: OpenMW thread [Version 0.33 Release Video]

All you need to do is implement a storage class, like this one: https://github.com/OpenMW/openmw/blob/master/components/esmterrain/storage.hpp I have created a stand-a-lone project here, but need to create the custom storage class: https://bitbucket.org/jacmoe/shinyterrainmw I will probably be using...
by jacmoe
Thu Feb 19, 2015 12:10 pm
Forum: Using OGRE in practice
Topic: needed: Ogre lightweight GUI system
Replies: 19
Views: 2161

Re: needed: Ogre lightweight GUI system

This is a topic which resurfaces once or twice each year, always with the same solution/answer. ;)

Personally, I never had a problem with getting CEGUI up and running, but I won't deny that MyGUI is quite good.
And almost as powerful and flexible as CEGUI.
Each to his own.
by jacmoe
Wed Feb 18, 2015 4:50 am
Forum: General Discussion
Topic: Visual Studio 2010 Alignment Problems
Replies: 4
Views: 699

Re: Visual Studio 2010 Alignment Problems

That begs the question: why are you guys using vs2010 and not vs2013? :)
by jacmoe
Wed Feb 18, 2015 4:49 am
Forum: General Discussion
Topic: xbuf: call for help for an other 3D format
Replies: 10
Views: 1759

Re: xbuf: call for help for an other 3D format

From the FAQ Why not OpenGEX ? * it requires to write parser and low level writer, and writing good parser is hard. * text based, not optimal for network and realtime update There is a parser, actually several parsers. One parser has been provided by OpenGEX. Network and realtime update was, and wi...
by jacmoe
Wed Feb 18, 2015 4:34 am
Forum: Lounge / Off-topic
Topic: Argh!
Replies: 176
Views: 67310

Re: Argh!

To me Irrlicht is wxWidgets and Ogre is Qt - it's two different worlds.

It can't be Jannik 'scrawl' Heller who calls Ogre a 'repackaged Irrlicht' ?

I think it's more funny than argh, to be honest. ;)
by jacmoe
Tue Feb 17, 2015 4:14 am
Forum: General Discussion
Topic: xbuf: call for help for an other 3D format
Replies: 10
Views: 1759

Re: xbuf: call for help for an other 3D format

Well, that's all fine, and probably a good idea for small indie engines. Ogre has always had it's own optimized binary format, though. And the next version of mesh is going to kick some serious /#/&, I am sure. Also, for real-time exchange, keep in mind the HLMS / PBS + Online Editor by CodeRabb...
by jacmoe
Tue Feb 17, 2015 4:07 am
Forum: Lounge / Off-topic
Topic: C4 drops support for linux
Replies: 20
Views: 2684

Re: C4 drops support for linux

What have you been drinking/smoking Frostbyte?

So, FBX is not a commercially driven, proprietary format?
And OpenGEX is?

I am not sure what I am going to say.
This conversation is obviously deranged. ;)
by jacmoe
Tue Feb 17, 2015 12:45 am
Forum: General Discussion
Topic: xbuf: call for help for an other 3D format
Replies: 10
Views: 1759

Re: xbuf: call for help for an other 3D format

So, because OpenGEX actually managed to get some traction, you have decided to take advantage of that and create a slightly changed (borrowed) format in your own name?
What a wonderful idea..

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