Ogre Meshy 1.6 (Mesh viewer, Windows Installer & Linux sup.)

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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Re: wxOgreMeshViewer 0.4a - (Ogre 1.8.0 unstable)

Post by jacmoe » Sat Aug 14, 2010 3:29 pm

Progman wrote:and where the hell is the SOURCE CODE ?
Progman wrote:We're still waiting for the source code.
That's his goddamn business, dude.
Chill out.
He could have chosen not to share it at all..

And, by the way: It does not crash.
Hasn't crashed for me a single time.
So the problem is at your end.
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Re: wxOgreMeshViewer 0.4a - (Ogre 1.8.0 unstable)

Post by dark_sylinc » Sat Aug 14, 2010 5:20 pm

Slicky wrote:When you use the menu to specify a resources.cfg location it appears to prepend the app path to it.
It pretends you to specify the resources.cfg file. I don't know what else you mean.
If you're suggesting that it should load an "open folder" dialog instead of an "open file" dialog, then I'm afraid Ogre allows using any name for the CFG, it's just that we all use the default which is "resources.cfg", but the actual name might be "MyOwnResourcesFunnyName.cfg" (it may not even be of *.cfg extension!).
The menu says "Load resources.cfg..." because that way is easier to understand what it does, since most users use that naming convention anyway.
If you have a better name for that menu item which better suggests what it does without being missleading, I'm open to change it.

@Progman
Because I don't release what I think is low level quality stuff. I'm an advocate to open source phylosofy, and I think doing so will misslead those who want to learn from my source code, and only hurts open source.
Besides releasing the source is not about putting all *.cpp & *.h files into a ZIP and putting it in a server to download.
It needs taking care of it: Put the license header in all files (I'm thinking of GPL), put the license in the top level folder. Make double sure it doesn't contain anything propietary (I'm sure it doesn't, but I still need to check every single folder in case I didn't make a mistake) write compiling instructions (otherwise I'll get flooded with "the damn code is broken" posts) and last but not least, register the project on Sourceforge (or similar alternatives) and do all the project admin tasks to put it online.

If you're so pissed by the crash, upload the Ogre.log and let me know if you have the VC2008 SP1 redist. You have loaded absolutely no useful information that can help me to identify the source of the crash (I don't even know your OS!).

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Re: wxOgreMeshViewer 0.4a - (Ogre 1.8.0 unstable)

Post by Progman » Sat Aug 14, 2010 6:05 pm

Sorry, the fault is mine.
I thought was on an open source gate projects, not on APPLE or Microsot dev network.
A good mesh viewer does interset me, but i cannot conceive help discussions about a CLOSED-source app on an OPEN-source platform.
ciao.
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Re: wxOgreMeshViewer 0.4a - (Ogre 1.8.0 unstable)

Post by conallmmcg » Sat Aug 14, 2010 6:25 pm

@Progman

i find your post very insulting/sarcastic. yes ogre is an open source project, released under the mit license, which basically means he can do whatever he wants with his source ( within reason)
he has posted a topic about a project of his, ie his own work , yes using ogre but you can get the ogre source just like he did, but as for the work he has done that is up to him.
i would hate to think people on this forum would get angry at people for not releasing their OWN work which under the license of the software he is using , he has the right to do so.
i am all for open source projects i love it , people usually want to contribute back because of their own free will and interests rather than because they're being forced to,
but i'm also for freedom of choice , which is why i usually don't like licenses like the GPL.
maybe your preference would be software released under the GPL?

in response i say , yes this is a forum discussing an open source project (OGRE), but this post is also in the showcase forum , where people (using ogre) post information regarding their OWN projects.

p.s sorry to dark_sylinc for deviating from your topic lol. i think your project is great i have been watching this topic , thanks for your contribution ( be it binary or source ;) ), and also i'm not saying above that you shouldn't release under the GPL as it's just my own individual opinion of that license.
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Re: wxOgreMeshViewer 0.4a - (Ogre 1.8.0 unstable)

Post by Progman » Sat Aug 14, 2010 6:39 pm

Sorry if my post sounded insulting, believe me that was not my intention, indeed.
I agree with that all, but still, i cannot understand why people bother to talk about bugs, features, stability...all the dev stuff, knowing that they can NOT do much of it.
it's up the the ONE who holds and owns the source code.
i hope you get the point.
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Re: wxOgreMeshViewer 0.4a - (Ogre 1.8.0 unstable)

Post by jacmoe » Sat Aug 14, 2010 7:22 pm

Unfortunately, people don't get the point. :)
And it even gets worse when the source is released...
Then the only thing Darc_sylinc can do is run for cover!
Progman wrote:I thought was on an open source gate projects, not on APPLE or Microsot dev network.
A good mesh viewer does interset me, but i cannot conceive help discussions about a CLOSED-source app on an OPEN-source platform.
ciao.
Believe it or not:
It is *not* a requirement to be open source.
Not by this community.

It's not all win-win with open source, however.
It's up to the project owners if they want to do that.
Because, while it has its pros, it definitely has its cons too.
Lots of people whining - usually people who don't know C++ from Delphi - about compiling it.
It's not too bad for a tool, but for a library it can get pretty laborious.
Until people start contributing. :wink:
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Re: wxOgreMeshViewer 0.4a - (Ogre 1.8.0 unstable)

Post by Beauty » Sat Aug 14, 2010 10:35 pm

jacmoe wrote:Hasn't crashed for me a single time.
So the problem is at your end.
On my home computer I installed a fresh Windows system.
There I also had a crash. (It was an Ogre application and I suppose it was this viewer.)
The result: Updating Dirext 9 to the current version.

@Progman
Run the DirectX 9 web installer and then try to start the viewer again. Maybe then it works :wink:
Progman wrote:i cannot understand why people bother to talk about bugs, features, stability...all the dev stuff, knowing that they can NOT do much of it.
I like that dark_sylinc offers his viewer for free use. And I like to make bug reports and give ideas. I'm happy to see, he applied some of my suggestions. This will help not only dark_sylinc - it could help all people who use this viewer at least me. So I have an advantage of my feedback.
He wants to publish the source code. Even if not - I don't care, because I don't need it.
I can use the viewer without paying money. This is still a good point!

If you don't like to use a software without to see its source code - it's your choice. Nobody forces you to use closed source software. Please don't shout about people with another opinion. But I don't want to hitchhike this discussion for source philosophies.
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by dark_sylinc » Sun Aug 15, 2010 12:58 am

New version 0.5a is out!

New in 0.5a:
  • Added show bones toggle
  • Added hide IK bones checkbox option
  • Added slider to control displayed bones' size
  • Removed unused "additional information" text dialog, replaced by Generate Detailed Report button (yet not implemented)
Now only the bone hierachy tree is missing, the detailed skeleton report, and releasing the source code!

Cheers
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by Jabberwocky » Sun Aug 15, 2010 1:56 am

You're a coding machine! :)
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by Jabberwocky » Sun Aug 15, 2010 11:12 pm

One more little suggestion: It would be really handy is if the "reload" command also reloaded the material and textures of the loaded mesh.

Code: Select all

      ResourcePtr pResource = MaterialManager::getSingleton().getByName( strMaterialName );
      if ( !pResource->isReloadable() )
      {
         Print( "Material is not reloadable." );
      }
      else
      {
         Print( "Material reloaded" );
         pResource->reload();
      }
And similarly for each texture in the material:

Code: Select all

      ResourcePtr pResource = TextureManager::getSingleton().getByName( strTextureName );
      if ( !pResource->isReloadable() )
      {
         Print( "Texture is not reloadable." );
      }
      else
      {
         Print( "Texture reloaded" );
         pResource->reload();
      }
I don't know for sure if the isReloadable() check is strictly necessary for textures and materials, but I guess it doesn't hurt.

It's often useful for an artist to tweak materials and textures while viewing the model in an Ogre3D context, so you can see any game-specific shaders being used. The above code would allow you to see these changes without having to shutdown and restart wxOgreMeshViewer.
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by dark_sylinc » Mon Aug 16, 2010 11:31 pm

Thanks for the tip!

But... if you reload the mesh, the materials are reloaded too. I know this works when you load a mesh with the material in the same folder.
May be if the material is also loaded using resources.cfg this doesn't happen, but if you reload resources.cfg (F8) and then reload the mesh (F5) it will work. Suboptimal since reloading resources.cfg might take time, I know; but it's something

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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by jacmoe » Tue Aug 17, 2010 4:22 pm

Great work - but I have a feature request: I need to be able to make screenshots! :)
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by Beauty » Tue Aug 17, 2010 5:44 pm

I added the viewer to the wiki page DCC Tools:
http://www.ogre3d.org/tikiwiki/tiki-ind ... =DCC+Tools

Additionally it would be nice, when somebody add it to the page Ogre DCC Tools
http://www.ogre3d.org/tikiwiki/tiki-ind ... +DCC+Tools
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by jacmoe » Tue Aug 17, 2010 5:49 pm

It *is* already added.. :wink:
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by tdev » Sun Aug 22, 2010 10:51 am

Image
interesting coincidence: also started coding on a mesh viewer that should support a bit more things later realted to our simulation (http://rigsofrods.com)

why dont we combine our efforts, and write a proper viewer that can then be used to be extended for specific use-cases?
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by jacmoe » Sun Aug 22, 2010 11:16 am

tdev wrote:why dont we combine our efforts, and write a proper viewer that can then be used to be extended for specific use-cases?
That sounds a lot like Ogitor, doesn't it?

wxOgreMeshViewer is my main viewer, because it does not try to be extended for everything.
A viewer should be small and simple.
Everything else: Ogitor.

You can say I'm biased. But also practical.
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by tdev » Sun Aug 22, 2010 1:22 pm

jacmoe wrote:
tdev wrote:why dont we combine our efforts, and write a proper viewer that can then be used to be extended for specific use-cases?
That sounds a lot like Ogitor, doesn't it?

wxOgreMeshViewer is my main viewer, because it does not try to be extended for everything.
A viewer should be small and simple.
Everything else: Ogitor.

You can say I'm biased. But also practical.
i only saw ogitor as terrain editor so far. i would want a viewer / editor for the other formats basically. Mainly .mesh, .material, etc.

i think having a basic viewer of such would help lots of people getting started coding with their custom editing toolchain for their purpose.
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Re: wxOgreMeshViewer 0.5a - (Ogre 1.8.0 unstable)

Post by dark_sylinc » Mon Aug 23, 2010 8:34 pm

jacmoe wrote:
tdev wrote:why dont we combine our efforts, and write a proper viewer that can then be used to be extended for specific use-cases?
That sounds a lot like Ogitor, doesn't it?

wxOgreMeshViewer is my main viewer, because it does not try to be extended for everything.
A viewer should be small and simple.
Everything else: Ogitor.

You can say I'm biased. But also practical.
I agree with jacmoe.
I prefer when things stay simple. I've been tempted more than once to make a full blown Ogre editor. Then I think:
a. It's not worth the effort (I'm making games, not tools)
b. The nice about mesh viewers is that they just do that: View meshes.

When you start extending it, it becomes newbie unfriendly; takes thousands of years to load; handy features are obscured through the 1000s of buttons, and worst: when it crashes because plugin XYZ refused to load even though it has nothing to do with meshes, nor materials, nor shaders.
In other words, it becomes bloated and useless.

Anyway, since the code will be released (sorry for still keeping you all waiting) anyone will be able to pick it up, use it as a base, and fork it into something bigger.
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Re: Ogre Meshy 0.6b - (Src released! formerly wxOgreMeshView

Post by dark_sylinc » Mon Aug 30, 2010 8:52 pm

New version is out!

v0.6 beta:
  • Added number of actual bones used in rendering per submesh in the information page
  • Added bone animation track enumeration, very basic for now
Also changed the name from wxOgreMeshViewer to Ogre Meshy.
And as promised, most important of all: SOURCE CODE RELEASED! :)

Enjoy the release
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Re: Ogre Meshy 0.6b - (Src released! formerly wxOgreMeshView

Post by Jabberwocky » Tue Aug 31, 2010 4:54 am

Fabulous job, this is a wonderful little tool.
It should be a part of the standard ogre distribution.
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Re: Ogre Meshy 0.6b - (Src released! formerly wxOgreMeshView

Post by Progman » Fri Sep 03, 2010 8:50 pm

Thank you for releasing the source code.
The latest binary works fine without crash.

BUT when built against Ogre 1.7.1 and wxWidget 2.8.11, gets weird result:
The execution never returns from Ogre createWindow function.
The process is running, but shows NO window, nothing !

Here is dev env.:
Windows XP SP3
Visual C++ 9
OgreSDK 1.7.1
wxWidget 2.8.11
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Re: Ogre Meshy 0.6b - (Src released! formerly wxOgreMeshView

Post by jacmoe » Wed Sep 08, 2010 10:15 pm

Progman wrote:when built against Ogre 1.7.1 and wxWidget 2.8.11, gets weird result
I guess he released the source so that you would be able to debug your way through the source code and fix/improve it, not because he wanted to provide free support for it.

But, I could be wrong. :wink:
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Re: Ogre Meshy 0.6b - (Src released! formerly wxOgreMeshView

Post by jacmoe » Wed Sep 08, 2010 10:16 pm

Jabberwocky wrote:Fabulous job, this is a wonderful little tool.
It should be a part of the standard ogre distribution.
I second that! :)
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Re: Ogre Meshy 0.6b - (Src released! formerly wxOgreMeshView

Post by zeroonea » Mon Oct 18, 2010 2:55 pm

Hi, this is the best mesh viewer around here. Btw, when I trying to view Torchlight mesh, it throw an error:
WARNING: the mesh 'goblin_warrior.MESH' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
Result of this error is mesh has no animation (mesh and material is good)
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Re: Ogre Meshy 0.6b - (Src released! formerly wxOgreMeshView

Post by Progman » Mon Oct 18, 2010 8:16 pm

Could you be more specific on that IRONY ?
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