PyOgre updated to ogre 0.15 and now using release build
-
- Kobold
- Posts: 37
- Joined: Sun Jan 26, 2003 1:17 am
- Location: France (Paris)
PyOgre updated to ogre 0.15 and now using release build
I've updated pyogre. It is now based on ogre 0.15 (will work on 0.15.1 soon).
The build system can now handle both release and debug build. For those upgrading, be sure to delete your build/ directory and read the build instruction carefully.
Boost.Python 1.32 is now being used. The new build dependencies can be downloaded there:
http://gaiacrtn.free.fr/temp/pyogre_dep ... 041202.rar
Precompiled binairies for windows and python 2.3.x can be found there:
http://gaiacrtn.free.fr/temp/pyogre_20050103.rar (includes ogre 0.15.1 demo media, ~18Mo)
http://gaiacrtn.free.fr/temp/pyogre_200 ... _media.rar (without media, ~3Mo)
[EDIT: regardless of what the text say above, this is the lastest available version pyogre based on ogre 0.15.1]
Notes that ogre demo media are different than the cvs media (for reason beyond my understanding the bsp level is not included in the CVS).
IMPORTANT: it is still very experimental, even though it seems to work (at least for monsterkodi, see kork). I'm still surprise that it doesn't crash...
If someone can give the least of missing dll on computer without visual studio, I'll include them
-- tisba
The build system can now handle both release and debug build. For those upgrading, be sure to delete your build/ directory and read the build instruction carefully.
Boost.Python 1.32 is now being used. The new build dependencies can be downloaded there:
http://gaiacrtn.free.fr/temp/pyogre_dep ... 041202.rar
Precompiled binairies for windows and python 2.3.x can be found there:
http://gaiacrtn.free.fr/temp/pyogre_20050103.rar (includes ogre 0.15.1 demo media, ~18Mo)
http://gaiacrtn.free.fr/temp/pyogre_200 ... _media.rar (without media, ~3Mo)
[EDIT: regardless of what the text say above, this is the lastest available version pyogre based on ogre 0.15.1]
Notes that ogre demo media are different than the cvs media (for reason beyond my understanding the bsp level is not included in the CVS).
IMPORTANT: it is still very experimental, even though it seems to work (at least for monsterkodi, see kork). I'm still surprise that it doesn't crash...
If someone can give the least of missing dll on computer without visual studio, I'll include them
-- tisba
Last edited by tisba on Mon Jan 03, 2005 9:37 pm, edited 2 times in total.
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
-
- Kobold
- Posts: 37
- Joined: Sun Jan 26, 2003 1:17 am
- Location: France (Paris)
PyOgre for Ogre 0.15.1
Finally done moving PyOgre to Ogre 0.15.1.
Precompiled binairies for python 2.3.x can be found there:
[EDIT: Links removed. Get the lastest version in the top post]
EDIT: Those are windows only binaries.
Have fun
Precompiled binairies for python 2.3.x can be found there:
[EDIT: Links removed. Get the lastest version in the top post]
EDIT: Those are windows only binaries.
Have fun
Last edited by tisba on Mon Jan 03, 2005 9:38 pm, edited 3 times in total.
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
Cool! I had no idea you were the main man on CppUnit. I use JUnit a lot at work, and have tried to use CppUnit a little in Ogre (difficult because of the visual nature of the results, but you can see an attempt in ogrenew/Tests/OgreMain anyway ), so nice work!tisba wrote:Thanks. I had to take a break from ogre to work on cppunit 2 .
-
- Kobold
- Posts: 37
- Joined: Sun Jan 26, 2003 1:17 am
- Location: France (Paris)
Thanks. I've have maintaining that beast for a few year. You can not really understand how much c++ compiler have progressed until you have worked on a project like this that attempt to support old compilers.sinbad wrote:Cool! I had no idea you were the main man on CppUnit. I use JUnit a lot at work, and have tried to use CppUnit a little in Ogre (difficult because of the visual nature of the results, but you can see an attempt in ogrenew/Tests/OgreMain anyway ), so nice work!tisba wrote:Thanks. I had to take a break from ogre to work on cppunit 2 .
Anyway, for testing ogre can take advantage of the multiple implementations of the RenderSystem (dx7, dx9 and gl): render the same scene with the three renders and compare the result. There's probably some way to compute image "distance" to do this automatically. Then come up with a generic scene format and take snapshot at specific time.
-
- Kobold
- Posts: 37
- Joined: Sun Jan 26, 2003 1:17 am
- Location: France (Paris)
-
- Gnoblar
- Posts: 4
- Joined: Fri Feb 28, 2003 5:20 pm
- Location: Maplewood MN
- Contact:
trying to runthe precompiled pyogre in linux (ubuntu 4.10) and I get the following error
Traceback (most recent call last):
File "celshadingdemo.py", line 2, in ?
import localogre as ogre
File "/home/jovian/games/pyogre_20041203/pyogre_20041203/python/ogre/demo/localogre.py", line 4, in ?
from ogre import *
File "../../ogre/__init__.py", line 1, in ?
from pyogre_ import *
ImportError: No module named pyogre_
ideas on whats wrong and/or how ot fix. I have pyogre working in windows however my main development is in linux .
as a fyi th cloth and lighting demos crash on me in windows however.
Traceback (most recent call last):
File "celshadingdemo.py", line 2, in ?
import localogre as ogre
File "/home/jovian/games/pyogre_20041203/pyogre_20041203/python/ogre/demo/localogre.py", line 4, in ?
from ogre import *
File "../../ogre/__init__.py", line 1, in ?
from pyogre_ import *
ImportError: No module named pyogre_
ideas on whats wrong and/or how ot fix. I have pyogre working in windows however my main development is in linux .
as a fyi th cloth and lighting demos crash on me in windows however.
Cheers,
Nick
Nick
-
- Kobold
- Posts: 37
- Joined: Sun Jan 26, 2003 1:17 am
- Location: France (Paris)
-
- Gnoblar
- Posts: 16
- Joined: Wed Jan 15, 2003 4:58 am
- Location: Idaho, USA
- temas
- OGRE Retired Team Member
- Posts: 390
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: The Woodlands, TX
- Contact:
-
- Gnoblar
- Posts: 16
- Joined: Wed Jan 15, 2003 4:58 am
- Location: Idaho, USA
"...I've found is easily translated into C++ later, if needed..."
Hmm, are you describing "hand editing" python code to C++ or are the scripts compilable? I've seen some efforts to compile scripts to binary but I've never been able to get it to work. That would certainly make the python/Ogre bindings very useful!
Hmm, are you describing "hand editing" python code to C++ or are the scripts compilable? I've seen some efforts to compile scripts to binary but I've never been able to get it to work. That would certainly make the python/Ogre bindings very useful!
"Experience: what you get when you didn't get what you really wanted."
- temas
- OGRE Retired Team Member
- Posts: 390
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: The Woodlands, TX
- Contact:
-
- Gnoblar
- Posts: 16
- Joined: Wed Jan 15, 2003 4:58 am
- Location: Idaho, USA
This rocks! I downloaded the full archive and ran it on my XP SP2 box using the OGL renderer. Very impressive! After examining some of the Python scripts, it looks like the Python/Ogre marriage was meant to be! Call me a PyOgre convert!
Now, to build something cool! MUHAHAHA!
Now, to build something cool! MUHAHAHA!
"Experience: what you get when you didn't get what you really wanted."
-
- Goblin
- Posts: 217
- Joined: Thu Oct 24, 2002 4:12 am
- x 1
- Contact:
-
- Gnoblar
- Posts: 16
- Joined: Wed Jan 15, 2003 4:58 am
- Location: Idaho, USA
[edit] Found what I thought was missing...
Last edited by CodeMeister on Mon Dec 13, 2004 10:07 pm, edited 1 time in total.
"Experience: what you get when you didn't get what you really wanted."
-
- Gnoblar
- Posts: 4
- Joined: Fri Feb 28, 2003 5:20 pm
- Location: Maplewood MN
- Contact:
-
- Kobold
- Posts: 37
- Joined: Sun Jan 26, 2003 1:17 am
- Location: France (Paris)
I'm 100% with you on this themas. I just love python OOP feeling. It makes the code so soft, you could snuggle into ittemas wrote:- Superb prototyping with a solid OOP feel, that I've found is easily translated into C++ later, if needed.
- Scripting hooks
Just imagine if you could write a scene manager or a renderable in python!
Another goal is quick tool development with pyqt and wxPython integration.
-
- Kobold
- Posts: 37
- Joined: Sun Jan 26, 2003 1:17 am
- Location: France (Paris)
Glad that you like it. Just have a look at monsterkodi awesome game:CodeMeister wrote:This rocks! I downloaded the full archive and ran it on my XP SP2 box using the OGL renderer. Very impressive! After examining some of the Python scripts, it looks like the Python/Ogre marriage was meant to be! Call me a PyOgre convert!
Now, to build something cool! MUHAHAHA!
http://kork.sourceforge.net/
It's written with pyogre . Just be warned that the pyogre still have an experimental status. That being said, it's probably a very convenient way to quickly discover ogre without having to create c++ project
-
- Gnoblar
- Posts: 2
- Joined: Tue Aug 17, 2004 9:07 pm
Any ideas on how to get this one to work with python v2.4 ??
Edit: Error message
Edit: Error message
Code: Select all
E:\Documents and Settings\NorME\Desktop\pyogre_20041203\python\ogre\demo>python
lightingdemo.py
Traceback (most recent call last):
File "lightingdemo.py", line 1, in ?
import localogre as ogre
File "E:\Documents and Settings\NorME\Desktop\pyogre_20041203\python\ogre\demo
\localogre.py", line 4, in ?
from ogre import *
File "../..\ogre\__init__.py", line 1, in ?
from pyogre_ import *
ImportError: Module use of python23.dll conflicts with this version of Python.
Slothir
- epopov
- Halfling
- Posts: 85
- Joined: Tue Jun 10, 2003 2:57 pm
- Contact:
-
- Gnoblar
- Posts: 11
- Joined: Wed Dec 22, 2004 2:43 pm
- Location: Natal - RN - Brazil
- Contact:
Hi!
Is there anything done on porting pyogre to linux?
Also, I would like to have the binaries of latest pyogre for windows, the ones which runs the terrain demo.
I want to help on the port to linux. If someone is doing this port please contact me via email ( jpaulofarias AT yahoo dot com DOT br
Thanks.
Is there anything done on porting pyogre to linux?
Also, I would like to have the binaries of latest pyogre for windows, the ones which runs the terrain demo.
I want to help on the port to linux. If someone is doing this port please contact me via email ( jpaulofarias AT yahoo dot com DOT br
Thanks.
-
- Halfling
- Posts: 44
- Joined: Wed Aug 06, 2003 2:22 pm
I tried to give a linux port a shot but I stumbled over GCCXML because it doesn't recognise gcc builtins as such in the system headers provided with the compiler. And these are inevitably included by Ogre and so pyste runs into problems when executing GCCXML.
If anyone knows anything about this problem, I'd love to hear about it.
If anyone knows anything about this problem, I'd love to hear about it.
-
- Gnoblar
- Posts: 11
- Joined: Wed Dec 22, 2004 2:43 pm
- Location: Natal - RN - Brazil
- Contact: