Search found 1232 matches

by DanielSefton
Thu Oct 09, 2014 7:39 pm
Forum: Help
Topic: Compiling with boost in Xcode 6.0.1
Replies: 4
Views: 651

Re: Compiling with boost in Xcode 6.0.1

Setting OGRE_CONFIG_THREADS to 0 in CMake should do the trick.
by DanielSefton
Thu Oct 09, 2014 7:21 pm
Forum: Help
Topic: Compiling with boost in Xcode 6.0.1
Replies: 4
Views: 651

Re: Compiling with boost in Xcode 6.0.1

Sadly don't have enough time to give you a direct answer, but note the difference between compiling it with libc++ and libstdc++, Ogre may be built with the latter by default and it will give you those sort of errors if you mix them. Plus: You don't have to compile boost with Ogre, only really if yo...
by DanielSefton
Fri Sep 19, 2014 10:33 am
Forum: Showcase
Topic: Gravity Animals - Out Now for iPhone, iPod touch and iPad
Replies: 7
Views: 2576

Re: Gravity Animals - Out Now for iPhone, iPod touch and iPa

Zonder wrote:Maybe have a look at http://www.noesisengine.com/noesis_gui_licensing.htm

Commercial but it does support all platforms and XAML is easy to use. There is an OGRE integration as well.
Thanks, hadn't considered that before :)
by DanielSefton
Thu Sep 18, 2014 12:43 pm
Forum: Showcase
Topic: Gravity Animals - Out Now for iPhone, iPod touch and iPad
Replies: 7
Views: 2576

Re: Gravity Animals - Out Now for iPhone, iPod touch and iPa

Thanks! :) An Android port is underway, but there's quite a lot of work involved due to the UI being written in Objective-C - if only there was a good fully-featured GUI solution for Ogre that worked well on mobile :) Currently trying to decide between using native Android controls or Gorilla - prob...
by DanielSefton
Thu Sep 18, 2014 1:30 am
Forum: Help
Topic: Is there anything equivillant to late update in Unity3d?
Replies: 7
Views: 610

Re: Is there anything equivillant to late update in Unity3d?

I'm not 100% sure what you mean, but I'll just chime in to say that I implemented a "late update" in my Ogre-based engine, which is done outside of Ogre in this order:

1. Logic update
2. Late logic update
3. renderOneFrame()

You update your object state in the logic updates.
by DanielSefton
Wed Sep 17, 2014 7:33 pm
Forum: Showcase
Topic: Gravity Animals - Out Now for iPhone, iPod touch and iPad
Replies: 7
Views: 2576

Gravity Animals - Out Now for iPhone, iPod touch and iPad

Hi, Some of you might remember me :) I just launched the Ogre-powered game I've been working on for the last 5 years. It's called Gravity Animals and it's out now for iOS. iTunes Link: http://tidal.ws/ga (If broken, search "Gravity Animals" in the app store and scroll down) Website: http://www.gravi...
by DanielSefton
Tue Sep 16, 2014 8:35 am
Forum: Mobile Devices
Topic: [SOLVED] Android build error: unknown target CPU 'armv7-a'
Replies: 10
Views: 4917

Re: [SOLVED] Android build error: unknown target CPU 'armv7-

Wolfmanfx wrote:Np - looking forward to feature your game here (@news) when its ready :)
Thanks :) Will post something in the showcase soon!
Feel free to add a respective comment.
Sorry yeah forgot I can just use my forum login - added it.
by DanielSefton
Tue Sep 16, 2014 7:46 am
Forum: Mobile Devices
Topic: [SOLVED] Android build error: unknown target CPU 'armv7-a'
Replies: 10
Views: 4917

Re: Android build error: unknown target CPU 'armv7-a'

Ok I started again with a clean Ogre and it's working now :) Didn't need to specify a compiler. It was probably down to not using the NDK "make" - using the standard make screwed it up irreversibly.

Might want to mention that in the Wiki.

Many thanks for your time.
by DanielSefton
Tue Sep 16, 2014 7:20 am
Forum: Mobile Devices
Topic: [SOLVED] Android build error: unknown target CPU 'armv7-a'
Replies: 10
Views: 4917

Re: Android build error: unknown target CPU 'armv7-a'

Yeah that's what I've been following, just has 1 line for OS X: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=CMake+Quick+Start+Guide&tikiversion=Android This is what I'm running: cmake -DANDROID_NDK="/Applications/android-ndk-r8e" -DCMAKE_TOOLCHAIN_FILE="`pwd`/CMake/toolchain/android.toolchain...
by DanielSefton
Tue Sep 16, 2014 7:12 am
Forum: Mobile Devices
Topic: [SOLVED] Android build error: unknown target CPU 'armv7-a'
Replies: 10
Views: 4917

Re: Android build error: unknown target CPU 'armv7-a'

Oh that makes sense - so it's picking out Clang and needs the NDK compiler.

Any idea where that is? Looking for it now...
by DanielSefton
Tue Sep 16, 2014 7:04 am
Forum: Mobile Devices
Topic: [SOLVED] Android build error: unknown target CPU 'armv7-a'
Replies: 10
Views: 4917

Re: Android build error: unknown target CPU 'armv7-a'

Looks like it, tried the following, same error:

Code: Select all

-DCMAKE_C_COMPILER="/usr/bin/clang" -DCMAKE_CXX_COMPILER="/usr/bin/clang++"
edit: thanks for the quick reply btw!
by DanielSefton
Tue Sep 16, 2014 6:43 am
Forum: Mobile Devices
Topic: [SOLVED] Android build error: unknown target CPU 'armv7-a'
Replies: 10
Views: 4917

[SOLVED] Android build error: unknown target CPU 'armv7-a'

Hi, Having configured and generated the latest Ogre 1.9 for Android with CMake 2.8.12, when I run "make" on the build directory on OS X I receive the following error: make Scanning dependencies of target OgreMain [ 0%] Building CXX object OgreMain/CMakeFiles/OgreMain.dir/src/OgreAlignedAllocator.cpp...
by DanielSefton
Mon Sep 01, 2014 1:43 am
Forum: Help
Topic: [SOLVED] BillboardSet scale when setting setCommonDirection
Replies: 4
Views: 359

Re: BillboardSet scaling when setting setCommonDirection

Yeah that works :) I did try setting the common up vector before, but clearly I was setting the wrong directions. Thanks Kojack.
by DanielSefton
Mon Sep 01, 2014 12:31 am
Forum: Help
Topic: [SOLVED] BillboardSet scale when setting setCommonDirection
Replies: 4
Views: 359

Re: BillboardSet scaling when setting setCommonDirection

Sadly not, it occurs with unit-length vectors - when you pass UNIT_Y the scale of the billboard is zero, when you pass UNIT_Z the scale of the billboard is as it should be. Basically the more direction it is towards UNIT_Y the smaller it gets. I've solved it for now by just rotating the scene node 9...
by DanielSefton
Sun Aug 31, 2014 10:00 pm
Forum: Help
Topic: [SOLVED] BillboardSet scale when setting setCommonDirection
Replies: 4
Views: 359

[SOLVED] BillboardSet scale when setting setCommonDirection

Hi, For some reason the scale of a BillboardSet is determined by the length of the vector passed to setCommonDirection when the billboard type is BBT_PERPENDICULAR_COMMON. The only mention in the docs of this behavior is in particle_width and particle_height: http://www.ogre3d.org/docs/manual/manual...
by DanielSefton
Tue Aug 20, 2013 6:04 am
Forum: Ogre 2.0+
Topic: Stencil Shadows
Replies: 52
Views: 9528

Re: Stencil Shadows

I wish I were more familiar with RTSS. An obvious question is, why not just use or improve RTSS? Why create another shader-generation module? But I don't know RTSS enough to fully understand its features or limitations. The fact that nobody understands how the RTSS works is its biggest problem. Ext...
by DanielSefton
Wed Jul 10, 2013 12:41 am
Forum: Help
Topic: animationState in blender
Replies: 2
Views: 199

Re: animationState in blender

In the Ogre Mesh Blender exporter (if that's what you're using), you should be able to add animations and specify their names. These names originate from what you name each animation in the action editor.
by DanielSefton
Sat Jun 08, 2013 12:03 am
Forum: Showcase
Topic: Gorilla - minimal hud and overlay replacement for OGRE
Replies: 700
Views: 200793

Re: Gorilla - minimal hud and overlay replacement for OGRE

I don't have much time to look into the details of what might be causing your problem, but I'm using Gorilla/Gui3D ScreenPanels on Android without problems. Maybe check what your viewport->getWidth/Height values are, I seem to remember those returning 1 for me :?
by DanielSefton
Tue Jun 04, 2013 1:36 am
Forum: Lounge / Off-topic
Topic: What do you do when you're stuck on a problem?
Replies: 20
Views: 4234

Re: What do you do when you're stuck on a problem?

I fix nasty problems through sheer determination and trying literally everything. I'm not the type of programmer that moves onto other things if something is taking me too long, I attack it until I find it. The problem with that is it increases project time. You may not think that breaks help, but t...
by DanielSefton
Tue Jun 04, 2013 1:25 am
Forum: Mobile Devices
Topic: I hosted some pre-built iOS MyGUI...
Replies: 2
Views: 1026

Re: I hosted some pre-built iOS MyGUI...

How are you managing with iOS and MyGUI? It was unusable for me because of these problems: http://www.ogre3d.org/addonforums/viewt ... 17&t=14690
by DanielSefton
Wed May 22, 2013 11:32 pm
Forum: Mobile Devices
Topic: Ogre 1.8 rc in Gamekit - GLES2 rendering slow
Replies: 4
Views: 1038

Re: Ogre 1.8 rc in Gamekit - GLES2 rendering slow

I don't think polygon count has much to do with it actually. Can you turn on the stats and see how many batches are being rendered?
by DanielSefton
Fri Apr 26, 2013 8:35 pm
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 79275

Re: Android build quick start guide

You mean terminal? (mac)

Well I prefer working with the GUI, and my guide works with the GUI :)
by DanielSefton
Fri Apr 26, 2013 8:15 pm
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 79275

Re: Android build quick start guide

Hi guys,

Building Ogre for Android is indeed quite confusing. I wrote a step-by-step guide (edit: for mac) which covers the quirks: http://www.danielsefton.com/2013/04/bui ... n-mac-osx/
by DanielSefton
Tue Apr 16, 2013 8:17 pm
Forum: General Discussion
Topic: problem searching the word Lua
Replies: 8
Views: 539

Re: problem searching the word Lua

Been using luabind and Ogre for 4 years, works well, as long as you understand its quirks, and don't care about code size.
by DanielSefton
Mon Apr 15, 2013 1:19 am
Forum: Using OGRE in practice
Topic: Are you experienced?
Replies: 8
Views: 1325

Re: Are you experienced?

Hi ruyh, Personally when I started learning Ogre 3D I was just like you - I was totally new to C++ etc. I'd say it took me about a couple of years before I really knew everything I was doing. Keep experimenting. Don't be disheartened if you feel like you're failing, that's a good thing. What I did w...