Search found 59 matches

by ogreogre
Sat Jul 25, 2015 8:03 pm
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 74427

Re: Android build quick start guide

I have just tried building the default branch on OSX Yosemite, with latest NDK (r10e) Pasting & executing the cmake command in the wiki shows an error that says the toolchain cannot be uniquely determined for darwin-x64. I got over this by editing the android.toolchain.cmake file and changing "darwi...
by ogreogre
Sun Feb 09, 2014 7:46 pm
Forum: Help
Topic: Android build behavior on Galaxy Nexus, and S4
Replies: 13
Views: 1282

Re: Android build behavior on Galaxy Nexus, and S4

Thanks for the thoughts c6. I googled around for GUI options in the last few days. It seems like people (on this forum) have been able to make ogre work with cocos2d-x on iOS and Android. (The former more conclusively than the latter, from what I read--I could be wrong.) So that's something I'll loo...
by ogreogre
Fri Feb 07, 2014 11:00 pm
Forum: Help
Topic: Android build behavior on Galaxy Nexus, and S4
Replies: 13
Views: 1282

Re: Android build behavior on Galaxy Nexus, and S4

Indeed. After I compiled the GLES2 android SDK example with my own libs (basically, after changing a bunch of -I and -L in android.mk), the example runs fine on the S4! -- It's red background with a static full-body ogre :) BTW, c6, since you are going with full JNI... What are you GUI options? The ...
by ogreogre
Fri Feb 07, 2014 9:19 pm
Forum: Help
Topic: Android build behavior on Galaxy Nexus, and S4
Replies: 13
Views: 1282

Re: Android build behavior on Galaxy Nexus, and S4

For the record: the issue with the Android SDK GLES2 sample, on the S4, is the following. This is compiled with the Ogre binary that came with the SDK. I'm about to try to compile it with Android binaries I built myself. 02-07 12:15:34.917: I/OGRE(16705): GLSL ES compile log: RTSS_11_VS 02-07 12:15:...
by ogreogre
Fri Feb 07, 2014 8:41 pm
Forum: Help
Topic: Android build behavior on Galaxy Nexus, and S4
Replies: 13
Views: 1282

Re: Android build behavior on Galaxy Nexus, and S4

The thing is I tried the Android SDK first, but it didn't work--the OgreGLES2Sample demo from the SDK (I still have it installed on the S4) gave me a red background and nothing else.

Hmm I should try to compile it again the libs I built myself, and see if it works....
by ogreogre
Thu Feb 06, 2014 10:56 pm
Forum: Help
Topic: Android build behavior on Galaxy Nexus, and S4
Replies: 13
Views: 1282

Re: Android build behavior on Galaxy Nexus, and S4

thanks for the info c6. sigh of relief! BTW, there doesn't appear a "mid size" demo for Ogre/Android, i.e. something between OgreJNI and the giant SampleBrowser. Do you have any pointers? Thanks, Steve
by ogreogre
Thu Feb 06, 2014 9:52 pm
Forum: Help
Topic: Android build behavior on Galaxy Nexus, and S4
Replies: 13
Views: 1282

Android build behavior on Galaxy Nexus, and S4

Hi, I have built ogre 1.9 branch from source on Android. The build went OK. I have two devices: Galaxy Nexus running 4.1.1, and Galaxy S4 running 4.3. I have tried OgreJNI and SampleBrowserNDK on the both device, and here's what I got: On Galaxy Nexus: OgreJNI shows just red blank screen; sample bro...
by ogreogre
Thu Feb 06, 2014 8:22 am
Forum: Help
Topic: Ogre 1.9 iOS SDK, Xcode 5.02
Replies: 5
Views: 405

Re: Ogre 1.9 iOS SDK, Xcode 5.02

I went the full-source routine and was able to build and run iOS with no issues. Thanks for the replies. I'm now on to building from source for Android.
by ogreogre
Sun Feb 02, 2014 3:24 am
Forum: Help
Topic: Ogre 1.9 iOS SDK, Xcode 5.02
Replies: 5
Views: 405

Re: Ogre 1.9 iOS SDK, Xcode 5.02

Also, it appears that both the 1.9 SDK and the older 1.8.2 SDK have the same problem... which is odd, as I imagine the latter is very stable by now.
by ogreogre
Sun Feb 02, 2014 12:53 am
Forum: Help
Topic: Ogre 1.9 iOS SDK, Xcode 5.02
Replies: 5
Views: 405

Re: Ogre 1.9 iOS SDK, Xcode 5.02

Hi I appreciate the reply. By now, I have set up a developer device, and compiling for that (as vs. the simulator--yesterday I was indeed compiling for the simulator.) But the link errors persisted for the same symbols, although they are not found for architecture armv7: ld: symbol(s) not found for ...
by ogreogre
Sat Feb 01, 2014 12:07 am
Forum: Help
Topic: Ogre 1.9 iOS SDK, Xcode 5.02
Replies: 5
Views: 405

Ogre 1.9 iOS SDK, Xcode 5.02

Hi, I downloaded the latest 1.9 rc SDK for iOS, and the latest iOSDependencies (and dragged into the right location), and then loaded the SDK's OGRE.xcodeproj into Xcode 5.0.2. The samples didn't compile for missing boost/thread/tss.hpp. I added the iOSDependencies directory to header search path, w...
by ogreogre
Thu Oct 04, 2012 7:44 am
Forum: Help
Topic: Ogre build problem in current MacPort
Replies: 2
Views: 178

Re: Ogre build problem in current MacPort

Thanks for the reply. I have fixed the issue in a hacky way, but got it going for me. The missing symbols were because, for newer versions of boost, Boost.system libs must be linked. I have no idea where to add boost libs to Ogre cmake related files, so I had to find and sed on link.txt files in the...
by ogreogre
Thu Oct 04, 2012 3:58 am
Forum: Help
Topic: Ogre build problem in current MacPort
Replies: 2
Views: 178

Ogre build problem in current MacPort

Hi, I'm trying to install Ogre from MacPort (sudo port install ogre). First I had the problem with pbxcp (I'm using Xcode 4.4.1 where pbxcp was removed) but after I copied over pbxcp from the Xcode 3 installation from another machine, I got over that problem. Now the problem is "Undefined symbols fo...
by ogreogre
Sat Aug 21, 2010 11:05 pm
Forum: Using OGRE in practice
Topic: interlocked_read_acquire crash
Replies: 6
Views: 1053

Re: interlocked_read_acquire crash

I spoke too soon. Although Ogre was re-built with thread-support "1", the binaries were not pushed to the right directories. After that, the app got past the interlocked_read_acquire crash! In summary, yes OGRE_THREAD_SUPPORT=1 fixed the issue raised in this thread.
by ogreogre
Sat Aug 21, 2010 9:30 pm
Forum: Using OGRE in practice
Topic: interlocked_read_acquire crash
Replies: 6
Views: 1053

Re: interlocked_read_acquire crash

i have just recompiled Ogre with OGRE_CONFIG_THREADS=1 and relinked the app, but the crash was the same. I read up on the different threading configs, and it appears that the only difference between 1 and 2 is that, in "2", the rendersystem operations are not locked. Since where the crash happened i...
by ogreogre
Sat Aug 21, 2010 7:29 pm
Forum: Using OGRE in practice
Topic: interlocked_read_acquire crash
Replies: 6
Views: 1053

Re: interlocked_read_acquire crash

Thanks. Our Ogre was compiled with (from OgreBuildSettings.h): #define OGRE_THREAD_SUPPORT 2 #define OGRE_THREAD_PROVIDER 1 If I understood you correctly, only OGRE_THREAD_SUPPORT==1 allows calling Ogre functions (such as resourcemanager) from a separate thread? (and the "1" mode is being phased awa...
by ogreogre
Sat Aug 21, 2010 5:42 pm
Forum: Using OGRE in practice
Topic: interlocked_read_acquire crash
Replies: 6
Views: 1053

interlocked_read_acquire crash

Hi, I'm getting a crash in the boost function, interlocked_read_acquire, when creating a mesh through the resource manager. The creation was successful, so was the assignment to the MeshPtr variable, however the crash happens when the MeshPtr returned by create is released. The code is as follows: O...
by ogreogre
Sun Aug 15, 2010 8:46 pm
Forum: Help
Topic: RTShader demo flashes wildly on new macbook pro 17
Replies: 3
Views: 165

Re: RTShader demo flashes wildly on new macbook pro 17

Hi Nir, the flashing remains there with pretty much everything turned off...

Any other mac users have this issue?
If you have a mac, would you please try the RTShader sample and see if you have the same issue when using the glsl path (Cg seems fine)?
by ogreogre
Wed Aug 11, 2010 9:28 pm
Forum: Help
Topic: latest macbook & xcode: problem with fix_linker_paths.sh
Replies: 3
Views: 221

Re: latest macbook & xcode: problem with fix_linker_paths.sh

Thank you! would you let me know how many hours away is your "tonight"? I'll verify your change when it's in the tree.
by ogreogre
Wed Aug 11, 2010 9:26 pm
Forum: Help
Topic: RTShader demo flashes wildly on new macbook pro 17
Replies: 3
Views: 165

RTShader demo flashes wildly on new macbook pro 17

On a new 17-inch macbook pro with latest xcode and freshly built ogre trunk, the RTShader demo, when "GLSL" is used, shows a flashing scene. The flashing is similar to z fights but not exactly. Has this been seen before? When "Cg" is selected, there's no flashing (although the lit part of the ground...
by ogreogre
Wed Aug 11, 2010 9:17 pm
Forum: Help
Topic: latest macbook & xcode: problem with fix_linker_paths.sh
Replies: 3
Views: 221

latest macbook & xcode: problem with fix_linker_paths.sh

finally got around to try the ogre iphone build. cmake successfully generates xcodeproj, but the next step, running ../SDK/iPhone/fix_linker_paths.sh causes problems. After running the script, and then trying to open OGRE.xcodeproj, XCode reports "Unable to Open Project... cannot be opened because t...
by ogreogre
Mon May 24, 2010 11:05 pm
Forum: Using OGRE in practice
Topic: COLLADA
Replies: 1
Views: 310

Re: COLLADA

No one? Well, sinbad, may I ask if there's an "official stance" on collada? is there a commercial option for ogre-collada?
Thanks,
Steve
by ogreogre
Sun May 23, 2010 8:10 pm
Forum: Using OGRE in practice
Topic: COLLADA
Replies: 1
Views: 310

COLLADA

Before diving into the task of importing COLLADA into Ogre, we'd like to ask the forum how successful people have been using the collada plugin. The search results on the COLLADA topic don't look very promising, but on the other hand they are not very recent.

cheers,
Steve
by ogreogre
Thu Jan 14, 2010 7:03 pm
Forum: Developer talk
Topic: OSX 10.6.2 Snow Leopard build experience
Replies: 4
Views: 624

OSX 10.6.2 Snow Leopard build experience

From latest svn and downloaded OSX dependencies, I built 1.7 on my late 2009 MacBook Pro running Snow Leopard 10.6.2. I'm reporting a glitch here in hope of saving someone else some time. When building from the cmake generated Xcode project, there are _FT_* symbols missing. I browsed the project set...
by ogreogre
Wed Jan 13, 2010 11:17 pm
Forum: Using OGRE in practice
Topic: Ogre 1.7 crash in Direct3D10 Terrain demo
Replies: 2
Views: 342

Re: Ogre 1.7 crash in Direct3D10 Terrain demo

hw is Nvidia 9800m GTS, latest driver, Vista 64-bit.