Search found 40 matches

by Spekoda
Sun Oct 16, 2016 5:17 pm
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1858

Re: Urgent: GooglePlay now blocking apps with old FreeImage

I managed to get it built after learning cmake script basics. However FreeImage's new LibWebP plugin library refused to build / link no matter what I tried. Well I got it built by pulling and building webp separately from: git clone https://chromium.googlesource.com/webm/libwebp The source of webp i...
by Spekoda
Tue Oct 04, 2016 3:17 pm
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1858

Re: Urgent: GooglePlay now blocking apps with old FreeImage

Sorry for late reply, I was away for a week. I was able to get it built further by these hacky steps: 1. Add "#define _ARM_ 1" to libraw_types.h before the /*Byte order*/ block (It should be defined at CMake level I think) 2. Moved the swab function from dcraw_common.cpp to libraw.h because it wasn'...
by Spekoda
Fri Sep 23, 2016 12:41 pm
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1858

Re: Urgent: GooglePlay now blocking apps with old FreeImage

It goes past the previous error but there's a new one: [ 9%] Building CXX object src/FreeImage/CMakeFiles/FreeImage.dir/Source/FreeIma ge/PluginRAW.cpp.o In file included from C:\Ogre\depsrepo\src\FreeImage\Source\FreeImage\/../LibRaw Lite/libraw/libraw_datastream.h:36:0, from C:\Ogre\depsrepo\src\F...
by Spekoda
Fri Sep 23, 2016 10:58 am
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1858

Re: Urgent: GooglePlay now blocking apps with old FreeImage

This time there are multiple errors. This is repeated for every 'GUID_PKPixelFormat...': In file included from C:\Ogre\depsrepo\src\FreeImage\Source\FreeImage\PluginJXR. cpp:26:0: C:\Ogre\depsrepo\src\FreeImage\Source\FreeImage\/../LibJXR/jxrgluelib/JXRGlue.h: 99:1: error: expected initializer befor...
by Spekoda
Fri Sep 23, 2016 8:55 am
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1858

Re: Urgent: GooglePlay now blocking apps with old FreeImage

I get a new error now: [ 7%] Building CXX object src/FreeImage/CMakeFiles/FreeImage.dir/Source/FreeIma ge/PluginJXR.cpp.o In file included from C:\Ogre\depsrepo\src\FreeImage\Source\FreeImage\/../LibJXR /jxrgluelib/JXRGlue.h:34:0, from C:\Ogre\depsrepo\src\FreeImage\Source\FreeImage\PluginJXR. cpp:2...
by Spekoda
Thu Sep 22, 2016 10:44 am
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1858

Re: Urgent: GooglePlay now blocking apps with old FreeImage

Thanks for quick action! I updated to the freeimage-3.18.0 branch but get this strange error when running nmake: [ 6%] Building CXX object src/FreeImage/CMakeFiles/FreeImage.dir/Source/FreeIma ge/PluginG3.cpp.o In file included from C:\Ogre\depsrepo\src\FreeImage\Source\FreeImage\PluginG3.c pp:23:0:...
by Spekoda
Tue Sep 20, 2016 11:08 pm
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1858

Urgent: GooglePlay now blocking apps with old FreeImage

Hei! Ogre dependencies uses FreeImage 3.15.3 that is using a vulnerable version of libPng. Versions before libPng 1.5.26 are affected. Beginning Sep 17, 2016, Google Play will block publishing of any new apps or updates that use vulnerable versions of libpng. https://support.google.com/faqs/answer/7...
by Spekoda
Sun Oct 05, 2014 12:03 pm
Forum: Help
Topic: GUI for IOS and Android
Replies: 3
Views: 509

Re: GUI for IOS and Android

Unfortunately you have to implement widgets and logic (and possibly screen orientation switch) yourself. Here is a quick tutorial: http://tomkoole.com/blog.php?id=31.
by Spekoda
Tue Sep 30, 2014 10:43 pm
Forum: Help
Topic: GUI for IOS and Android
Replies: 3
Views: 509

Re: GUI for IOS and Android

Hei! You should definitely check out Gorilla http://www.ogre3d.org/tikiwiki/Gorilla . Gorilla's panels can be used in both 2d and 3d space. It's very easy to integrate just one header & source file and resource folder. On Android I'm using combination of Gorilla and the standard android.view.* on th...
by Spekoda
Tue Aug 26, 2014 1:18 am
Forum: Help
Topic: Ogre Resource download queue
Replies: 1
Views: 344

Re: Ogre Resource download queue

What would you recommend me to do in this case? In this app I want to periodically download different resources from a server. Just pass description of what you want done into the background function. e.g: // Inside your class that is // public Ogre::WorkQueue::RequestHandler, // public Ogre::WorkQ...
by Spekoda
Tue Aug 19, 2014 2:23 am
Forum: Showcase
Topic: Gorilla - minimal hud and overlay replacement for OGRE
Replies: 700
Views: 199913

Re: Gorilla - minimal hud and overlay replacement for OGRE

Is it possible to change the display size of text, other than by selecting a different pre-set size? I'm rebuilding a 2D animation manager to use Gorilla, instead of Ogre Overlays, but all the size functions for Captions and MarkupText seem to only change the bounding box for text, and not the disp...
by Spekoda
Mon Jul 14, 2014 7:43 pm
Forum: Help
Topic: Minimum axis-aligned bounding box (AABB) seems not minimal.
Replies: 7
Views: 2021

Re: Minimum axis-aligned bounding box (AABB) seems not minim

With this function I can get the vertices of the mesh in world-coordinates with the node's orientation taken into account. I can then use this info to calculate a minimum AABB in world-coords. For this I must cycle through all vertices to find the max/min values along each axis. Not the most effici...
by Spekoda
Fri Jul 04, 2014 3:02 pm
Forum: Help
Topic: Minimum axis-aligned bounding box (AABB) seems not minimal.
Replies: 7
Views: 2021

Re: Minimum axis-aligned bounding box (AABB) seems not minim

Is there a way I could access the vertex information directly ? From this I could calculate the information I need manually. I've been looking into how to do so but am not sure how to retrieve the actual coordinates from which I could calculate my own bounding box. Again it can be done with a dynam...
by Spekoda
Thu Jul 03, 2014 5:36 pm
Forum: Help
Topic: Minimum axis-aligned bounding box (AABB) seems not minimal.
Replies: 7
Views: 2021

Re: Minimum axis-aligned bounding box (AABB) seems not minim

If you create your own geometry e.g. manual object, simple renderable derived classes, you can reimplement Ogre::ShadowCaster::getWorldBoundingBox function. virtual const AxisAlignedBox& getWorldBoundingBox ( bool derive = false ) const { return myCustomBoundingBox; } EDIT: See if Ogre will do it fo...
by Spekoda
Tue Jun 24, 2014 3:18 am
Forum: Help
Topic: CMake unable to find Freetype in Ubuntu
Replies: 8
Views: 1398

Re: CMake unable to find Freetype in Ubuntu

Jamie_Edwards wrote:anyone got any ideas on how I could fix this?
In ubuntu I had to edit cmake files and add correct paths, because something wasn't installed where cmake wanted it to be. Nothing new with cmake.
by Spekoda
Thu Jun 19, 2014 11:54 pm
Forum: General Discussion
Topic: [SOLVED] Ogre 1.9 SharedPtr
Replies: 7
Views: 1597

Re: Ogre 1.9 SharedPtr

Hei! The Ogre::SharedPtr< T >::staticCast() const, should work I had to start using it in 1.9 to get compiled. I do the following in my code and it has always worked (taken from the ogre caelum plugin, see ogre addons, I had to fix the static_cast to use the 1.9 smart pointer .staticCast): MaterialP...
by Spekoda
Sat May 31, 2014 11:14 pm
Forum: Mobile Devices
Topic: [Solved]Ogre19 SampleBrowser notworking correctly on Android
Replies: 5
Views: 1819

Re: Ogre 1.9 Sample Browser not working correctly on Android

And I agree with you that going fully native on android is a rather 'painful' approach, compared to 'great' Java programming experience under Android Studio/Eclipse. You can easily set up eclipse for native development. Just use the eclipse that comes with the android sdk (ADT already installed) an...
by Spekoda
Mon May 05, 2014 8:17 am
Forum: Help
Topic: Strange shader errors ?
Replies: 13
Views: 1423

Re: Strange shader errors ?

Hei!
Have you built Ogre from source code? If so, did you build Ogre's cg program component. Can't remember if the cg is built in the sdk.
by Spekoda
Tue Apr 08, 2014 11:32 am
Forum: Help
Topic: Gorilla: automatically screen dependent sizing of elements
Replies: 9
Views: 975

Re: Gorilla: automatically screen dependent sizing of elemen

I said destroy/recreate IF 'screen size has changed' AND 'without modifying gorilla' AND 'in android'.
...it doesnt solve the problem with sizing the elements.
Of course it does, how are you resetting the elements? Remember to pass in the new width and height.
by Spekoda
Mon Apr 07, 2014 8:53 pm
Forum: Mobile Devices
Topic: Android and SdkTrays
Replies: 2
Views: 1148

Re: Android and SdkTrays

Hei! If you look through the sample browser code in android build you'll see it doesn't use use the input manager to create the keyboard/multitouch. If I remember correctly android key/touch events are injected into sample browser using custom OIS derived input classes and an input injector class, s...
by Spekoda
Fri Apr 04, 2014 9:44 am
Forum: Help
Topic: Gorilla: automatically screen dependent sizing of elements
Replies: 9
Views: 975

Re: Gorilla: automatically screen dependent sizing of elemen

Hei guys! In Android I have found the best way to handle screen size changes i.e orientation switches (without modifying gorilla itself) was to become either Ogre::RenderTargetListener or Ogre::Viewport::Listener and monitor screen size changes. When it happens I destroy and rebuild all resources bu...
by Spekoda
Fri Apr 04, 2014 9:27 am
Forum: Mobile Devices
Topic: Android Build/Dependency Link issues
Replies: 3
Views: 1756

Re: Android Build/Dependency Link issues

The sample browser is loading all of ogre's resources when it starts, it takes time. Normally you'd load a lot less than that. The JNI example neither has a scene/materials nor any shaders set up. It has only background set to red. Before you write your own shaders you can easily set up the RTShader...
by Spekoda
Mon Mar 31, 2014 7:41 pm
Forum: Mobile Devices
Topic: Android Build/Dependency Link issues
Replies: 3
Views: 1756

Re: Android Build/Dependency Link issues

Hei! You have your dependencies configured incorrectly, that's why the linker can't find the libs. You should create new build directory inside the ogre source dir e.g c:\ogre\source\androidbuild. then cd to your androidbuild dir and run cmake: cmake -G"NMake Makefiles" -DCMAKE_TOOLCHAIN_FILE=..\cma...
by Spekoda
Wed Mar 12, 2014 11:20 pm
Forum: Mobile Devices
Topic: [Android] CMake uses Bionic libz by default=> link error
Replies: 0
Views: 1298

[Android] CMake uses Bionic libz by default=> link error

Hei guys! I noticed CMake finds the Bionic header and lib for libz by default from %ANDROID_NDK%\platforms\android-9\arch-arm\usr\ include and lib, rather than from %OGRE_SOURCE%\AndroidDependencies\ include and lib directories. This seems to cause a linker warning in nmake when building OgreJNI or ...
by Spekoda
Sat Dec 28, 2013 7:51 pm
Forum: Help
Topic: Wave Distortion Compositor
Replies: 2
Views: 295

Re: Wave Distortion Compositor

Hei!
Sounds to me you are talking about vertex displacement mapping in vertex shader. To make your scene 'go sinewave' you'd have in vertex shader something like:

Code: Select all

..
posL.y = a * sin(kx - wt + phi);
.. 
If you don't know what you are doing you should learn basic concepts of texturing first.