Search found 2358 matches

by CABAListic
Fri Aug 11, 2017 12:50 pm
Forum: Help
Topic: Compiling Ogre 1.10 with Visual Studio 2017
Replies: 2
Views: 926

Re: Compiling Ogre 1.10 with Visual Studio 2017

Had a chance to look at this with Martin this morning. The problem is in CMake/Utils/OgreConfigTargets.cmake in the if(WIN32) block at line 42. All the OGRE_*_PATH variables are set to empty, whereas in older releases (compare, e.g. Ogre 1.9) they were set to Release, Debug, ... as expected. If this...
by CABAListic
Fri Aug 23, 2013 12:03 pm
Forum: Developer talk
Topic: Visual Studio: virtual memory range for PCH exceeded
Replies: 9
Views: 4735

Re: Visual Studio: virtual memory range for PCH exceeded

This is true for some projects, but I can tell you I'm recompiling Ogre 2.0 at least 5 times per day and PCHs are making a big difference in VS2008 Have you tried the Unity build? It should give you a much stronger compile time boost than the pch can (at least if you are regularly recompiling large...
by CABAListic
Wed Aug 21, 2013 6:54 pm
Forum: Back to Basics
Topic: Branching inside a loop and performance
Replies: 11
Views: 1668

Re: Branching inside a loop and performance

Oh, you're right. I guess I missed the point, kind of :)
by CABAListic
Wed Aug 21, 2013 1:19 pm
Forum: Back to Basics
Topic: Branching inside a loop and performance
Replies: 11
Views: 1668

Re: Branching inside a loop and performance

The question is whether the compiler can actually tell that the condition is never modified within the loop. And unless the condition involves only constant expressions, it probably can't - even if the compiler could be certain that the variables involved in the condition are not changed within the ...
by CABAListic
Sun Jun 16, 2013 1:53 pm
Forum: Ogre 2.0+
Topic: Simpler Build System
Replies: 30
Views: 6644

Re: Simpler Build System

If any of the CMake files are changed, CMake reruns automatically, so you can't forget. That's the difference basically :)
by CABAListic
Sat Jun 15, 2013 3:23 pm
Forum: Ogre 2.0+
Topic: Simpler Build System
Replies: 30
Views: 6644

Re: Simpler Build System

Careful with file globbing, while it has a certain elegance to it, it has some downsides. One is that if you add or remove source files you need to remember to manually rerun CMake, or else it won't pick up the changes. And the other thing is that we have several modules that add different source fi...
by CABAListic
Fri Jun 14, 2013 10:55 pm
Forum: Ogre 2.0+
Topic: Simpler Build System
Replies: 30
Views: 6644

Re: Simpler Build System

Let's ignore all questions of necessary or unnecessary complexity, then we might agree that the build system has become quite a beast. But it's the "natural" order of things. When I wrote the original version, it was still relatively simple - already more complex than an average build system, but as...
by CABAListic
Mon Apr 22, 2013 6:30 pm
Forum: Back to Basics
Topic: [SOLVED]std::map error
Replies: 16
Views: 1895

Re: std::map error

Faranwath is right, though, returning by reference is incorrect, so you must return by value, or you will eventually get the next crash once you fixed this one. Why do you use a static iterator in that function? Why not declare it locally? In any case, you should probably use a debugger to look at t...
by CABAListic
Mon Apr 08, 2013 5:28 am
Forum: Feature Requests
Topic: Forum categories for Ogre Components
Replies: 47
Views: 10230

Re: Forum categories for Ogre Components

You know what, I'm not actually interested in starting a flame war. The arguments are there, for anyone interested, any further "discussion" won't lead anywhere. So, sorry for bringing it up in the first place.
by CABAListic
Mon Apr 08, 2013 12:05 am
Forum: Feature Requests
Topic: Forum categories for Ogre Components
Replies: 47
Views: 10230

Re: Forum categories for Ogre Components

Sorry, did you actually look at the links I posted? Because I don't think you did. If you are a self-respecting developer, these issues have to bother you. You can decide to live with them, that's your choice. But this is not a question of taste; PHP is broken by design.
by CABAListic
Sun Apr 07, 2013 11:33 pm
Forum: Feature Requests
Topic: Forum categories for Ogre Components
Replies: 47
Views: 10230

Re: Forum categories for Ogre Components

Primary reason being, of course, PHP ;) Well, C++ gives you 10x more ways to shoot yourself in the foot compared to PHP yet I doubt you would say that C++ is the reason behind something being total crap :) My experience is that PHP5 is quite good for web development and you can use it to create lar...
by CABAListic
Sun Apr 07, 2013 9:28 pm
Forum: Feature Requests
Topic: Forum categories for Ogre Components
Replies: 47
Views: 10230

Re: Forum categories for Ogre Components

jacmoe wrote:And every single one of those made with PHP sucks. For various reasons. ;)
Primary reason being, of course, PHP ;)
by CABAListic
Wed Apr 03, 2013 7:41 pm
Forum: Lounge / Off-topic
Topic: Linux distro testing issues
Replies: 66
Views: 8288

Re: Linux distro testing issues

I hope they don't fail. It's really, really crucial that X.org finally gets a working replacement, and sooner rather than later. Wayland is taking too long, if Ubuntu can do it faster, it will benefit the Linux community in the long run.
by CABAListic
Sun Mar 31, 2013 11:35 pm
Forum: Developer talk
Topic: OpenGL 3+ RenderSystem
Replies: 331
Views: 86383

Re: OpenGL 3+ RenderSystem

You mean I get to configure CMake and build again? I really wish CMake didn't have a full programming model, because any change in the entire CMakeLists.txt implies that the configuration could now be invalid, due to some minor act of full programming tomfoolery. From my experience, CMake is as sma...
by CABAListic
Sat Mar 16, 2013 5:16 pm
Forum: Lounge / Off-topic
Topic: What game are you playing now?
Replies: 1031
Views: 157596

Re: What game are you playing now?

I swear, GFWL is one of the most horrible DRM out there. If only your experiences with it were out of the ordinary, but they are really not. I've had similar problems many a time...
by CABAListic
Wed Mar 13, 2013 7:38 pm
Forum: Feature Requests
Topic: Correct header inclusion guards to comply with C++ standard
Replies: 30
Views: 10069

Re: Correct header inclusion guards to comply with C++ stand

I find the lack of proper module support C/C++'s greatest weakness, so yeah, the whole header stuff is messy, pragma once or not :) I think the bottom line here would be "if it isn't broken, don't fix it". But I agree that pragma once is an improvement over header guards. I might start using that fo...
by CABAListic
Wed Mar 13, 2013 9:54 am
Forum: Feature Requests
Topic: Correct header inclusion guards to comply with C++ standard
Replies: 30
Views: 10069

Re: Correct header inclusion guards to comply with C++ stand

That is unlikely. Most compilers do have special logic to deal with inclusion guards, so the difference should not be that noticable. And I'd bet you won't notice any when doing a Unity build.
by CABAListic
Tue Jan 08, 2013 11:29 am
Forum: Developer talk
Topic: Optimizing Away the Use of Strings as Handles
Replies: 121
Views: 12895

Re: Optimizing Away the Use of Strings as Handles

Considered, definitely, though I can't promise it would be applied. The general consensus is to rework Ogre's use of string handles, but there may be more than one way to do that, and we haven't settled on a particular approach. Given that you've already done your work, it would be a waste not to pr...
by CABAListic
Sat Dec 29, 2012 11:22 am
Forum: Developer talk
Topic: Ogre's branching model
Replies: 2
Views: 877

Re: Ogre's branching model

The information on the site is outdated. We decided we need more than one development branch due to the expected reworks in 2.0. As such, v1-8 is the current stable branch, v1-9 is the primary development branch for the next major version, and v2-0 is the branch for major changes towards 2.0. We mer...
by CABAListic
Fri Dec 21, 2012 7:00 pm
Forum: Ogre 2.0+
Topic: Future of Math in Ogre
Replies: 118
Views: 23840

Re: Future of Math in Ogre

I'd like to see our finite resources devoted to making OGRE better (performance and features), rather than making the code more beautiful. No one is talking about making the code more beautiful for Math. In fact, I prefer vector.x, vector.y over vector.x(), vector.y(). But that's just my personal o...
by CABAListic
Thu Dec 20, 2012 10:58 pm
Forum: Ogre 2.0+
Topic: Future of Math in Ogre
Replies: 118
Views: 23840

Re: Future of Math in Ogre

I'm not against using a 3rd-party math library in principle, but I share Kojack's concerns as to whether Eigen is a good fit for our needs. From the looks of it, it was designed to do much more than what we'd need. I have a feeling that we would be better off with a simpler math library specifically...
by CABAListic
Sun Dec 16, 2012 4:49 pm
Forum: General Discussion
Topic: Forum PM Bug ?
Replies: 2
Views: 226

Re: Forum PM Bug ?

Perhaps your PM storage is full? Try deleting older messages.
Or it could have been a spammer whose account was deleted before you read his PM spam...
by CABAListic
Sat Dec 15, 2012 9:08 pm
Forum: Ogre 2.0+
Topic: Resource Manager
Replies: 44
Views: 11838

Re: Resource Manager

The one thing I don't see in your outline is how Ogre would do automated resource loading, i.e. when a resource references other resources (like a mesh referencing a material referencing a texture). You'd still need some sort of manager that keeps track of loaded resources and can forward a request ...
by CABAListic
Thu Dec 06, 2012 4:58 pm
Forum: Developer talk
Topic: Contribution agreement still necessary after switch to MIT?
Replies: 9
Views: 1418

Re: Contribution agreement still necessary after switch to M

As I said, if it's a straight-forward, quick fix, then chances are the contributor agreement isn't necessary. Feel free to just report the bug in our trackers, attach your patch if you want (you can even mention explicitly you agree to the MIT license), and if we feel the patch is big enough that we...
by CABAListic
Thu Dec 06, 2012 4:36 pm
Forum: Developer talk
Topic: Contribution agreement still necessary after switch to MIT?
Replies: 9
Views: 1418

Re: Contribution agreement still necessary after switch to M

If the wording of the agreement scares you, let us know, we may need to revise it. (Because you are right about that, it's been written before the license switch and was meant to address some other issues that are no longer relevant, so it could probably be simplified.) Even so, not every contributi...