Runtime Exception with OpenGL 3+/DirectX11

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CodexHound216
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Runtime Exception with OpenGL 3+/DirectX11

Post by CodexHound216 » Fri Oct 27, 2017 2:35 am

When I load in the ogre mesh I get this exception when running Ogre using the OpenGL 3+ Renderer.

RenderSystem does not not support FixedFunction, but technique has no Vertex Shader: Ogre/Tusks

How do I fix this?
Last edited by CodexHound216 on Sun Oct 29, 2017 8:25 pm, edited 1 time in total.
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xrgo
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Re: Runtime Exception with OpenGL 3+

Post by xrgo » Fri Oct 27, 2017 2:40 am

Hello! what version of Ogre are you using?
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CodexHound216
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Re: Runtime Exception with OpenGL 3+

Post by CodexHound216 » Fri Oct 27, 2017 2:46 am

Oh Sorry: Ogre MainLatest 1.1.9 Compiled with 64-bit Flags
With CEGUI 0.8.7
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xrgo
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Re: Runtime Exception with OpenGL 3+

Post by xrgo » Fri Oct 27, 2017 2:52 am

the problem is that you need to use shaders in your materials, or use the Real Time Shader System (RTSS), or the High level Material System (Hlms), which will generate the shaders for you..
But I am not sure about the status of GL3+, or RTSS, or Hlms on Ogre 1.10, but I think it should work...
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paroj
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Re: Runtime Exception with OpenGL 3+

Post by paroj » Fri Oct 27, 2017 7:20 pm

you are likely following the outdated tutorials on the wiki. Rather use the updated versions here:
https://ogrecave.github.io/ogre/api/1.1 ... Scene.html

with the full code available here: https://github.com/OGRECave/ogre/blob/m ... orial1.cpp
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CodexHound216
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Re: Runtime Exception with OpenGL 3+

Post by CodexHound216 » Sun Oct 29, 2017 8:06 pm

I am trying to follow the tutorial and auto generate shaders for my materials with RTShader but I am running into these errors.

Custom COUT for debugging:

Code: Select all

Schema not found, generating new shader technique
Material Name: Ogre/Eyes, Schema Name: ShaderGeneratorDefaultScheme
Schema successufully generated
Successful Technique Generation
Schema not found, generating new shader technique
Material Name: Ogre/Skin, Schema Name: ShaderGeneratorDefaultScheme
Schema successufully generated
DefaultWorkQueue('Root') shutting down on thread main.
After this line is where the technique generation crashed with ogre skin

VSDebugger:

Code: Select all

Exception thrown at 0x00007FFC891D9E08 in spacegam1.exe: Microsoft C++ exception: Ogre::D3D11RenderingAPIException at memory location 0x0000007F2A1DB4B0.
Ogre: High-level program 'd62a07841b38ef56b19e71ba09ae9802_FS' is not supported: Cannot compile D3D11 high-level shader d62a07841b38ef56b19e71ba09ae9802_FS Errors:
(34,2-14): error X3000: unrecognized identifier 'SamplerData2D'
(34,16-33): error X3000: unrecognized identifier 'gTextureSampler02D'
Cache d62a07841b38ef56b19e71ba09ae9802_FS:

Code: Select all

//-----------------------------------------------------------------------------
// Program Type: Fragment shader
// Language: hlsl
// Created by Ogre RT Shader Generator. All rights reserved.
//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------
//                         PROGRAM DEPENDENCIES
//-----------------------------------------------------------------------------
#include "FFPLib_Common.hlsl"
#include "FFPLib_Texturing.hlsl"

//-----------------------------------------------------------------------------
//                         GLOBAL PARAMETERS
//-----------------------------------------------------------------------------

Texture2D	gTextureSampler0 : register(t0);
SamplerState	gTextureSamplerState0 : register(s0);

//-----------------------------------------------------------------------------
// Function Name: main
// Function Desc: Pixel Program Entry point
//-----------------------------------------------------------------------------
void main
	(
	 in float4	oPos_0 : SV_Position, 
	 in float4	iColor_0 : COLOR, 
	 in float2	iTexcoord2_0 : TEXCOORD0, 
	 out float4	oColor_0 : SV_Target
	)
{
	float4	lLocalParam_0;
	float4	texel_0;
	SamplerData2D	gTextureSampler02D;
	float4	source1;
	float4	source2;

	FFP_Construct(0.0, 0.0, 0.0, 0.0, lLocalParam_0);

	FFP_Assign(iColor_0, oColor_0);

	FFP_Construct_Sampler_Wrapper(gTextureSampler0, gTextureSamplerState0, gTextureSampler02D);

	FFP_SampleTexture(gTextureSampler02D, iTexcoord2_0, texel_0);

	FFP_Assign(texel_0, source1);

	FFP_Assign(iColor_0, source2);

	FFP_Modulate(source1, source2, oColor_0);

	FFP_Add(oColor_0.xyz, lLocalParam_0.xyz, oColor_0.xyz);
}
Is there anything I can do to fix this?
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