Search found 2086 matches

by KungFooMasta
Thu May 15, 2014 7:23 pm
Forum: Developer talk
Topic: How to support Screen Rotation?
Replies: 0
Views: 1419

How to support Screen Rotation?

Hi community, I've been using Ogre to create a Game, and up until recently I was working on a Windows 8 Store application on the desktop. I've now tried to get it running on Windows Phone, and it does work, although Windows Phone Direct3D applications are Portrait orientation by default. In order to...
by KungFooMasta
Fri Apr 18, 2014 7:44 pm
Forum: Help
Topic: How to load vertex/fragment programs from string?
Replies: 3
Views: 429

Re: How to load vertex/fragment programs from string?

Ok I found a solution, although not entirely what I wanted. For some reason the Material system, when it parses my scripts, it will load the GpuPrograms correctly. However when I manually load it, I see the following: void D3D11GpuProgram::loadImpl(void) { // Normal load-from-source approach if (mLo...
by KungFooMasta
Thu Apr 17, 2014 9:48 pm
Forum: Help
Topic: How to load vertex/fragment programs from string?
Replies: 3
Views: 429

Re: How to load vertex/fragment programs from string?

Thanks tod. I read through it, but I'm actually working even lower than this. When it comes down to it, a material is a collection of passes, and each pass will configure the underlying RenderSystem class to prepare it for performing a render operation. I don't need to create materials or passes, I ...
by KungFooMasta
Thu Apr 17, 2014 7:31 pm
Forum: Help
Topic: How to load vertex/fragment programs from string?
Replies: 3
Views: 429

How to load vertex/fragment programs from string?

I wasn't sure if I should post this in the Help or Developers section, its a somewhat technical question for more advanced Ogre usage. I previously had a class that could perform basic 2d rendering operations against a RenderTarget, which is my UI solution, however I no longer have the fixed functio...
by KungFooMasta
Mon Mar 31, 2014 7:52 pm
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

haven't tested this but I think this is the answer: // Let's store a pointer to this SceneNode wrapper instance in the Ogre::SceneNode instance. sn->getUserObjectBindings().setUserAny(Ogre::Any(reinterpret_cast<void*>(this))); // Retrieving a pointer to this SceneNode wrapper instance Ogre::Any any ...
by KungFooMasta
Fri Mar 28, 2014 11:37 pm
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

Awesome! I'll have to remember these steps when I go to certify, it could be a while. :) Another question, but not closely related. Do you know how to convert between a C++/CX (Visual C++) pointer and a native C++ pointer? I am wrapping Ogre with classes that can be used across the ABI, for example ...
by KungFooMasta
Thu Mar 27, 2014 7:05 pm
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

!! Also interested in what changes need to be made for certification, as I didn't try to push my bare bones app to marketplace. Thanks for sharing!
by KungFooMasta
Fri Mar 21, 2014 7:03 pm
Forum: Showcase
Topic: Equity_XL
Replies: 30
Views: 10341

Re: Equity_XL

There is a company that has a lot of models for sale in fbx format, if you got it working that would be awesome. (although don't press on on my account, I can work with ogre models while prototyping )
by KungFooMasta
Thu Mar 20, 2014 11:56 pm
Forum: Showcase
Topic: How to create a Windows Store App using OGRE - Tutorial
Replies: 1
Views: 1193

How to create a Windows Store App using OGRE - Tutorial

http://i59.tinypic.com/muh0dw.png What are we looking at? This is the output of a barebones, minimal Windows 8.1 application that can be submitted to the marketplace. Is there a tutorial? Yes! It's in the wiki What does the tutorial cover? - Building Ogre for WinRT - Creating a Windows Store applic...
by KungFooMasta
Thu Mar 20, 2014 11:14 pm
Forum: Showcase
Topic: Equity_XL
Replies: 30
Views: 10341

Re: Equity_XL

Can this tool take an fbx and output a mesh, material, and skeleton? :mrgreen:
by KungFooMasta
Mon Mar 17, 2014 8:17 pm
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

WOW! I cannot believe that one line of code was all I needed. You are a life saver man!! Many thanks, now I see a green ogre head, very exciting. :)

I have updated the steps above with your feedback.
by KungFooMasta
Wed Mar 12, 2014 1:12 am
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

[UPDATE] Its working!! Here are the complete steps that will allow users to create a Windows Store App using Ogre. BuildingOgreForWinRT.txt 1. Install TortoiseHG: http://mercurial.selenic.com/downloads Build Dependencies 2. Create a folder D:\Sandbox\OgreDependencies 3. From File Explorer, view this...
by KungFooMasta
Sat Mar 08, 2014 1:07 am
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

Ok I've been digging through this for a while now, its been slow at work for me so I have time to get this working. Unfortunately not successful. :lol: I'd like to outline the problem, I think I know what it is, but not how to solve it. SCENARIO: Trying to render ogrehead.mesh ERROR: Cannot assemble...
by KungFooMasta
Fri Mar 07, 2014 11:41 pm
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

False hope! Thanks for pointing it out though. I've found the locations in the code where I can make sure the D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY flag is used to compile the shader, but even when this flag is used I still get the error message. Here it is straight from the debugger: Cannot ass...
by KungFooMasta
Fri Mar 07, 2014 3:19 am
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

Ok, turns out the RTShaderSystem isn't so bad, thanks to the BrowserWinRT code. One thing I learned was that I was missing some of the .hlsl files that are used by the provided use of RTSS. Please let me know if I'm missing any files, but I believe these are the files that need to be included: FFPLi...
by KungFooMasta
Thu Mar 06, 2014 11:59 pm
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

I'm not able to get the SampleBrowserWinRT running, I added in a bunch of libs and include directories, but now I'm stuck with the following errors: Error 135 error APPX0702: Payload file 'D:\Sandbox\Ogre\Samples\Media\thumbnails\thumb_tesselation.png' does not exist. C:\Program Files (x86)\MSBuild\...
by KungFooMasta
Wed Mar 05, 2014 10:43 pm
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

True. What I did is get a pointer to the MeshManager and just view it in the debugger to see how many resources it has. It only has the 3 prefab meshes that are created on initialization. I'm thinking I might need to hand it a full path of the package directory, I'll try and dig a little more when I...
by KungFooMasta
Wed Mar 05, 2014 1:03 am
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

haha. Unfortunately now is the hard part!! There are 2 problems I'm currently facing: 1. I want to draw an Ogre head. ogrehead.mesh is perfectly suited for this. However I don't know how to 1a) bundle ogrehead.mesh with the application so it gets deployed with it. I'm assuming I just add it into the...
by KungFooMasta
Tue Mar 04, 2014 7:57 pm
Forum: Developer talk
Topic: How to create a pull request using TortoiseHG
Replies: 6
Views: 2659

Re: How to create a pull request using TortoiseHG

Wow, thanks dark_sylinc! It has been a while. :D Thanks for taking the time to explain things. Hopefully it will start to catch on. I noticed that the change list numbers were quite different between my local Ogre_sinbad repository (bitbucket.org/Sinbad/Ogre) and my new Ogre repository (bitbucket.or...
by KungFooMasta
Sat Mar 01, 2014 12:32 am
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

Thanks Borrillis. The sample browser is great for showcasing all the samples in a WinRT app, however it links against all the samples and uses OgreBites and whatever else; what I'm after is a very minimal application that just renders an Ogre head using the Octree SceneManager plugin, for example. T...
by KungFooMasta
Fri Feb 28, 2014 11:14 pm
Forum: Developer talk
Topic: How to create a pull request using TortoiseHG
Replies: 6
Views: 2659

Re: How to create a pull request using TortoiseHG

ok so I created a bitbucket account, and forked the repository, I now have https://bitbucket.org/KungFooMasta/ogre. I created a patch from my old cloned repository, 6286.patch, however when I try to import this patch into my new repository, I get failures: % hg import --verbose -- "D:\Sandbox\Ogre\6...
by KungFooMasta
Fri Feb 28, 2014 9:39 pm
Forum: Developer talk
Topic: How to create a pull request using TortoiseHG
Replies: 6
Views: 2659

How to create a pull request using TortoiseHG

Hi community, Sorry for the newbie question. I'm reading through the TortoiseHG online documentation , as well as Ogre's guidelines for submitting a patch , however its not clear to me how I can "create a pull request" as specified in the Ogre guidelines. I believe I have my changes committed to my ...
by KungFooMasta
Fri Feb 28, 2014 5:02 am
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

Ok found some interesting information. The simulator works similar to remote desktop, and as a terminal session (connected to the simulator) the number of display modes returned is 0. However the real problem is that the logic in the D3D11VideoModeList::enumerate function does not handle this situat...
by KungFooMasta
Fri Feb 28, 2014 1:40 am
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

I'm getting an exception in the OgreD3D11 code: BOOL D3D11VideoModeList::enumerate() { // int pD3D = mDriver->getD3D(); UINT adapter = mDriver->getAdapterNumber(); HRESULT hr; IDXGIOutput *pOutput; for( int iOutput = 0; ; ++iOutput ) { //AIZTODO: one output for a single monitor ,to be handled for mu...
by KungFooMasta
Thu Feb 27, 2014 3:28 am
Forum: Developer talk
Topic: Windows8, WinRT, WOA & Metro
Replies: 114
Views: 29750

Re: Windows8, WinRT, WOA & Metro

Ug, its been so long since I've been coding using WinRT APIs and the C++/cx code. Here are my current set of steps I've documented, in case you're interested: 1. Launch Visual Studio 2013 2. File -> New Project... 3. Templates -> Visual C++ -> Store Apps -> Windows Apps -> DirectX App 4. Set name to...