[SoC 2009 - Accepted] Improve Ogre's Compositor Framework
- Noman
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
I'm pretty sure all the problems are consequences of case sensitivity. Some shader files are not found which lead to the programs not loading which lead to the compositors not load which lead to the segfault.
Is is my fault however. Shame that I can't set windows to be case sensitive to be able to double-check myself when fixing it, but I will do my best to fix all the case issues. Will try to upload a case-sensitive patch tomorrow.
Is is my fault however. Shame that I can't set windows to be case sensitive to be able to double-check myself when fixing it, but I will do my best to fix all the case issues. Will try to upload a case-sensitive patch tomorrow.
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
I don't think the problem is that the shader files aren't found, but that they are empty - every single file within Samples/Media/DeferredShadingMedia/DeferredShading is empty. Or are those remnants, and the actual shaders are someplace else?
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Hmm... Will double check everything and post a new version of the patch tomorrow.
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
New (V2) version of the patch available here :
https://sourceforge.net/tracker/index.p ... tid=302997
Changes :
- Style fixes - I think no more opening brace in same line as statement
- Linux compilation fixes
- Case sensitivity fixes (I hope I got all of them down)
- Updated to patch against current trunk
- Cleaned up media scripts to have no errors/warnings during script parsing.
Same routine - two patches and one zip, all should be applied in main ogre dir. I successfully patched, compiled and ran against trunk in windows using this patch.
About the empty files - I think patches can't delete files, only wipe them clean (when i finish patching, I get asked if i want to delete the now-empty files). If the empty files were glsl/hlsl, its fine. The only shaders the new demo uses are cg...
https://sourceforge.net/tracker/index.p ... tid=302997
Changes :
- Style fixes - I think no more opening brace in same line as statement
- Linux compilation fixes
- Case sensitivity fixes (I hope I got all of them down)
- Updated to patch against current trunk
- Cleaned up media scripts to have no errors/warnings during script parsing.
Same routine - two patches and one zip, all should be applied in main ogre dir. I successfully patched, compiled and ran against trunk in windows using this patch.
About the empty files - I think patches can't delete files, only wipe them clean (when i finish patching, I get asked if i want to delete the now-empty files). If the empty files were glsl/hlsl, its fine. The only shaders the new demo uses are cg...
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Ok, patch compiles fine, sample is running now
- Noman
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Woohoo!
One step closer to merge! Thanks for the help!
Still need to test on mac - sinbad / anyone else up for it?
One step closer to merge! Thanks for the help!
Still need to test on mac - sinbad / anyone else up for it?
- Wolfmanfx
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Applied the patches and compiling now so its just a matter of time
- Assaf Raman
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
My mac died (just to explain why I don't help here...).Noman wrote:Woohoo!
...
Still need to test on mac - sinbad / anyone else up for it?
Watch out for my OGRE related tweets here.
- masterfalcon
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
I may try at some point. I've been really busy with the samples browser on iphone and work(almost submission time). It's all checked into trunk right?Assaf Raman wrote:My mac died (just to explain why I don't help here...).Noman wrote:Woohoo!
...
Still need to test on mac - sinbad / anyone else up for it?
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Not yet - we're going for the major platforms compatibility before we check into trunk. Windows and linux are down, mac is currently in testing.
If mac passes, I'll wait for the OK from sinbad and commit to trunk.
If mac passes, I'll wait for the OK from sinbad and commit to trunk.
- sinbad
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
I'm supposed to be packing tonight but I'll see if I can quickly run it through on my Mac before I go.
- Wolfmanfx
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
http://nopaste.info/dd777c332f.html
The demo runs but sibenik.mesh does not show up and some material errors above in the log i will try it later again with a complete fresh checkout bute Athene is showing up and the mini lights also and the knots too.
[edit]
OS is SnowLeo
GCC 4.2
nv9400 MacMini
The demo runs but sibenik.mesh does not show up and some material errors above in the log i will try it later again with a complete fresh checkout bute Athene is showing up and the mini lights also and the knots too.
[edit]
OS is SnowLeo
GCC 4.2
nv9400 MacMini
- Noman
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Did you unzip the binary media file from the comment section in the patch?
- Wolfmanfx
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
yep the mesh is there its also shown in the log but i am getting a fresh checkout to eliminate possible user errors
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
It seems like the auto-generated shaders are not compiling properly. What hardware are you running on?
- sinbad
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
I built it ok but got an error in the resource setup:
This just looks like a problem with not identifying absolute paths on OS X and prepending the bundle location inappropriately. The correct way to do it is shown in ExampleApplication:
I'm afraid I'm completely out of time now as I have to pack, good to see WolfmanFX can help too anyway.
Code: Select all
An exception has occured: OGRE EXCEPTION(7:InternalErrorException): /Users/steve/projects/Cthugha/ogre/build/osx/bin/Debug/Demo_Compositor.app//Users/steve/projects/Cthugha/ogre/Samples/Media/packs/OgreCore.zip - error whilst opening archive: Unable to read zip file. in ZipArchive::checkZzipError at /Users/steve/projects/Cthugha/ogre/OgreMain/src/OgreZip.cpp (line 280)DefaultWorkQueue('Root')
Code: Select all
#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE || OGRE_PLATFORM == OGRE_PLATFORM_IPHONE
// OS X does not set the working directory relative to the app,
// In order to make things portable on OS X we need to provide
// the loading with it's own bundle path location
if (!StringUtil::startsWith(archName, "/", false)) // only adjust relative dirs
archName = String(macBundlePath() + "/" + archName);
#endif
ResourceGroupManager::getSingleton().addResourceLocation(
archName, typeName, secName);
- Wolfmanfx
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
I am on it also fixed the same error belongs with the new additons from masterfalcon.
- Wolfmanfx
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
So tested it with a complete fresh checkout (build without threading and without boost) and everything works right of the box i have also recorded a movie thats show that the demo is working i will just upload it.
[edit]
Here the link http://www.team-bytestorm.com/Screen%20 ... mputer.m4v
Maybe it would be a better approach to enable relative paths on mac/iphone through a explicit chdir
then i do not have to prefix every relative resource with bundlePath
btw nice work
[edit]
Here the link http://www.team-bytestorm.com/Screen%20 ... mputer.m4v
Maybe it would be a better approach to enable relative paths on mac/iphone through a explicit chdir
Code: Select all
#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE || OGRE_PLATFORM == OGRE_PLATFORM_IPHONE
chdir(macBundlePath());
#endif
btw nice work
- masterfalcon
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Thanks Wolfman! I'm taking a look at it right now.Wolfmanfx wrote:So tested it with a complete fresh checkout (build without threading and without boost) and everything works right of the box i have also recorded a movie thats show that the demo is working i will just upload it.
[edit]
Here the link http://www.team-bytestorm.com/Screen%20 ... mputer.m4v
Maybe it would be a better approach to enable relative paths on mac/iphone through a explicit chdirthen i do not have to prefix every relative resource with bundlePathCode: Select all
#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE || OGRE_PLATFORM == OGRE_PLATFORM_IPHONE chdir(macBundlePath()); #endif
btw nice work
BTW, should fixes be committed to the branch?
- masterfalcon
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
I'm just gonna attach the patched Compositor.cpp.
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- Compositor.cpp.zip
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- Noman
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Theoretically we should, but these things appeared when I merged my work into head, so we'll have to merge changes back into the branch as well, which I'm not sure I want to do.
Anyway, updated the next version of the patch :
https://sourceforge.net/tracker/index.p ... tid=302997
So if both demos work on mac, windows and linux, I think we're good to go. Am I right?
Anyway, updated the next version of the patch :
https://sourceforge.net/tracker/index.p ... tid=302997
So if both demos work on mac, windows and linux, I think we're good to go. Am I right?
- sinbad
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
I tested on my Mac while squatting in a corridor of the hotel the conference is being held in
Builds & runs, slightly odd display that looks like some of the surrounding church mesh is missing, and still the issue with the torus knots normal maps looking a little wrong, but if it builds & runs on Windows & Linux too it's in a fit enough state to merge and resolve these issues in trunk.
Builds & runs, slightly odd display that looks like some of the surrounding church mesh is missing, and still the issue with the torus knots normal maps looking a little wrong, but if it builds & runs on Windows & Linux too it's in a fit enough state to merge and resolve these issues in trunk.
- Noman
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Just committed the patch into trunk! The project is now part of Ogre head!
I just got a fresh checkout of trunk, everything works cleanly on windows.
Would be happy if the platform testers could try as well..
I just got a fresh checkout of trunk, everything works cleanly on windows.
Would be happy if the platform testers could try as well..
- aguru
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Code: Select all
[100%] Building CXX object Tests/PlayPen/CMakeFiles/PlayPen.dir/src/PlayPen.cpp.o
/home/mz/Development/ogre/Tests/PlayPen/src/PlayPen.cpp: In member function 'void PlayPenApplication::testCompositorTechniqueSwitch(bool)':
/home/mz/Development/ogre/Tests/PlayPen/src/PlayPen.cpp:3277: error: 'class Ogre::CompositionTechnique::TextureDefinition' has no member named 'shared'
/home/mz/Development/ogre/Tests/PlayPen/src/PlayPen.cpp:3295: error: 'class Ogre::CompositionTechnique::TextureDefinition' has no member named 'shared'
make[2]: *** [Tests/PlayPen/CMakeFiles/PlayPen.dir/src/PlayPen.cpp.o] Error 1
make[1]: *** [Tests/PlayPen/CMakeFiles/PlayPen.dir/all] Error 2
I'm on linux btw.
- Noman
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Re: [SoC 2009 - Accepted] Improve Ogre's Compositor Framework
Doh! forgot about playpen. Fixed!