Search found 32 matches

by guillaumequest
Tue Oct 29, 2013 12:46 am
Forum: Help
Topic: getCameraToViewportRay() precison problem
Replies: 5
Views: 544

Re: getCameraToViewportRay() precison problem

Hello, I know this topic is completely outdated, but I've struggled with this problem for hours and I think users in my situation should benefit from reading the forum entries. The problem in my case was the near clip distance was very short (about 0.001f), so in the calculations inside getCameraToV...
by guillaumequest
Thu May 03, 2012 11:19 am
Forum: Help
Topic: Get Java component handle in Linux to use with externalWindo
Replies: 0
Views: 205

Get Java component handle in Linux to use with externalWindo

Hello, I need to make a cross-platform program that combines a java interface and a c++ ogre render program. I thought of this solution : 1) The two parts would be ran as two separate programs (c++ ogre renderer called by Java) 2) The Ogre Renderer would connect to the Java window using externalWind...
by guillaumequest
Wed Jan 11, 2012 4:11 pm
Forum: Help
Topic: SDL_CreateWindowFrom() inhibits Ogre Render
Replies: 1
Views: 1221

Re: SDL_CreateWindowFrom() inhibits Ogre Render

Up please ! I wasn't able to solve this issue yet so any help would be greatly appreciated. If you need additional information just ask...

Thanks a lot,
Guillaume
by guillaumequest
Sun Jan 08, 2012 9:41 pm
Forum: Help
Topic: No see-through wireframe
Replies: 3
Views: 538

[SOLVED] Re: No see-through wireframe

Thanks a lot ! I just added "cull_hardware none" and it worked :)
by guillaumequest
Sun Jan 08, 2012 11:54 am
Forum: Help
Topic: No see-through wireframe
Replies: 3
Views: 538

No see-through wireframe

Hello,
I tried to add

Code: Select all

polygon_mode wireframe
to my material scirpt and it renders wireframe correctly except that we can't see through the mesh.

Anyone knows hot to fix that ?
Thanks,
Guillaume
by guillaumequest
Sun Jan 08, 2012 11:07 am
Forum: Help
Topic: SDL_CreateWindowFrom() inhibits Ogre Render
Replies: 1
Views: 1221

SDL_CreateWindowFrom() inhibits Ogre Render

Hello everyone, I'm using SDL 1.3 on Mac OSX to grab input from my Ogre Window. I used the following code to connect SDL to the Ogre render window. On Linux and Window all goes well but on OSX for some reason the render window will capture inputs but won't display anything (system-white panel). mWin...
by guillaumequest
Wed Jan 04, 2012 7:15 pm
Forum: Developer talk
Topic: Using currentGLContext with Carbon and Cocoa
Replies: 5
Views: 2294

Re: Using currentGLContext with Carbon and Cocoa

I think I'm having the same problem : in Windows and Linux everything runs smoothly but on Mac I get two windows (I'm using the Ogre SDK 1.7.3). Do you know if the patch is already in that version ?
by guillaumequest
Wed Dec 21, 2011 10:59 am
Forum: Help
Topic: SDL input on OSX ?
Replies: 1
Views: 329

SDL input on OSX ?

Hello, I'm building a cross-platform game engine for Windows, Linux and Mac OSX. I switched from OIS input to SDL input because of the OSX platform, and I tried using the "New, Experimental Way (OGRE v1.6 and Later)" from the ogre wiki (http://www.ogre3d.org/tikiwiki/Using+SDL+Input). On linux every...
by guillaumequest
Tue Dec 20, 2011 1:10 pm
Forum: Help
Topic: mouse but no keyboard working on mac osx
Replies: 4
Views: 603

Re: mouse but no keyboard working on mac osx

Hello, That is exactly what I've been looking for ! I really need to build my project under Max OSX in x86_64 but I'm using XCode directly to add my frameworks. However OIS doesn't respond to keystrokes. How do I use this fix (add_executable(${OGRE_PROJECT_NAME} MACOSX_BUNDLE ${HDRS} ${SRCS})) direc...
by guillaumequest
Mon Dec 19, 2011 10:34 am
Forum: Developer talk
Topic: Cannot display TextArea in single Panel
Replies: 18
Views: 9437

Re: Cannot display TextArea in single Panel

Thanks,
I copied the code from ObjectTextDisplay and adapted it so that it would display the text at a fixed position and this worked for some reason, I don't really have any idea why that worked better, though...
by guillaumequest
Mon Dec 19, 2011 8:21 am
Forum: Developer talk
Topic: Cannot display TextArea in single Panel
Replies: 18
Views: 9437

Re: Cannot display TextArea in single Panel

Hello,
I believe I'm still having this bug, but I'm not using SdkTrays, just overlays directly, and all the fixes use SdkTrays. Do you know if there are some other fixes available ?

Thanks for your help,
Guillaume
by guillaumequest
Mon Nov 14, 2011 6:00 pm
Forum: Help
Topic: Mouse capture using OIS
Replies: 10
Views: 963

Re: Mouse capture using OIS

Yes, I'm using Ubuntu Linux. I actually managed to do what I wanted to do in a very ugly and os-specific way. After each mouse reposition, I set a compensation factor equaling the distance the mouse needed to move to replace in the center. This value is then subtracted to the value given by getMouse...
by guillaumequest
Sun Nov 13, 2011 9:07 pm
Forum: Help
Topic: Mouse capture using OIS
Replies: 10
Views: 963

Re: Mouse capture using OIS

Here are the results I got. For each test i moved the mouse slowly to the left edge of my screen. const OIS::MouseState &ms=mMouse->getMouseState(); std::cout<<"_mouse relX="<<ms.X.rel<<std::endl; The mouse behaved normally and stopped at the left edge of the screen as expected. OIS was not able to ...
by guillaumequest
Sun Nov 13, 2011 5:47 pm
Forum: Help
Topic: Mouse capture using OIS
Replies: 10
Views: 963

Re: Mouse capture using OIS

Great, that was just what I've been looking for ! However I couldn't find in the OIS api how I can read the OIS input directly, it seems to me that you can only get the muse position with OIS, using MouseMoved and getMouseState...
by guillaumequest
Sun Nov 13, 2011 2:42 pm
Forum: Help
Topic: Mouse capture using OIS
Replies: 10
Views: 963

Re: Mouse capture using OIS

In the meantime I actually moved on to CEGUI, which I managed to integrate correctly. I know there in a function in CEGUI to change the mouse position, injectMouseMove, but that would only set a parameter that is internal to CEGUI, with no effect on the mouse getting to the edge of the screen, isn't...
by guillaumequest
Sun Nov 13, 2011 11:33 am
Forum: Help
Topic: Mouse capture using OIS
Replies: 10
Views: 963

Re: Mouse capture using OIS

Thanks for your answer,
I'm currently using the default GUI for Ogre, that comes with the TutorialApplication, so yes.
I tried to use the os' setCursor functions but they are very platform-dependant and produce confusing results with OIS.
by guillaumequest
Sun Nov 13, 2011 8:04 am
Forum: Help
Topic: Mouse capture using OIS
Replies: 10
Views: 963

Mouse capture using OIS

Hello, I am developing a small game engine and I need to provide a functionality that allows a FPS-style player control. In an earlier version of the engine based on another render and input system, I used SetMousePosition(int,int) to replace the mouse at the center of the window each frame. The, at...
by guillaumequest
Sun Aug 14, 2011 9:00 am
Forum: Help
Topic: [SOLVED] OSX, error: framework not found OGRE
Replies: 8
Views: 3085

Re: [SOLVED] OSX, error: framework not found OGRE

Thanks a lot !
by guillaumequest
Sat Aug 13, 2011 5:18 pm
Forum: Help
Topic: Linker error during Windows CMake build
Replies: 22
Views: 1133

Re: Linker error during Windows CMake build

It works ! Thanks and have a good day :)
by guillaumequest
Sat Aug 13, 2011 3:46 pm
Forum: Help
Topic: Linker error during Windows CMake build
Replies: 22
Views: 1133

Re: Linker error during Windows CMake build

:) I'm going to create a new project using clean_ogre_cmake_project and keep you informed.

Thanks a milion !
by guillaumequest
Sat Aug 13, 2011 3:39 pm
Forum: Help
Topic: [SOLVED] OSX, error: framework not found OGRE
Replies: 8
Views: 3085

Re: [SOLVED] OSX, error: framework not found OGRE

I'm having the same problem but I can't figure out how I can link these libraries... Is it in the XCode projects settings ? Where ?
by guillaumequest
Sat Aug 13, 2011 1:44 pm
Forum: Help
Topic: Linker error during Windows CMake build
Replies: 22
Views: 1133

Re: Linker error during Windows CMake build

Still not working : 1>------ Build started: Project: OgreApp, Configuration: Debug Win32 ------ 1>Performing Pre-Build Event... 1>Compiling... 1>acollection.cpp 1>..\clean_ogre_cmake_project\acollection.cpp(22) : warning C4018: '<' : signed/unsigned mismatch 1>..\clean_ogre_cmake_project\acollection...
by guillaumequest
Sat Aug 13, 2011 1:37 pm
Forum: Help
Topic: Linker error during Windows CMake build
Replies: 22
Views: 1133

Re: Linker error during Windows CMake build

If you are not sure why you need it, then you don't need it. Indeed I'm pretty sure I don't There is no trace of CEGUI in the CMake script from the Ogre wiki, so I really don't see where you could have gotten it unless you are still using that unsolicited CMake script with CEGUI in it.. That's real...
by guillaumequest
Sat Aug 13, 2011 1:34 pm
Forum: Help
Topic: Linker error during Windows CMake build
Replies: 22
Views: 1133

Re: Linker error during Windows CMake build

Okay, I've started to follow your instructions : I created the file Find_CEGUI.cmake in the CMake dir of my OGRE_HOME but CMake complained that it didn't find it : CMake Error at CMakeLists.txt:28 (find_package): Could not find module FindCEGUI.cmake or a configuration file for package CEGUI. Adjust...
by guillaumequest
Sat Aug 13, 2011 11:45 am
Forum: Help
Topic: Linker error during Windows CMake build
Replies: 22
Views: 1133

Re: Linker error during Windows CMake build

Edit : don't read below, I forgot half your instructions ^^ I'll post again when done. Thanks for all your help. I don't quite understand why I need CEGUI, but I don't really mind : I'm sure I'll need it later anyways. Si I just copied your script at the beggining of the CMaje script like that : #/*...