Ogre3D with Visual Studio 2010

Problems building or running the engine, queries about how to use features etc.
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alexdbkim
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Ogre3D with Visual Studio 2010

Post by alexdbkim »

Hi all,

I'm trying to follow "Setting Up An Application" with Ogre 3D 1.7.1 with Visual Studio 2010. I believe I did everything as the article shows but encountered this problem.

Code: Select all

1>------ Build started: Project: HelloOgre, Configuration: Debug Win32 ------
1>Build started 2/11/2010 12:54:50 AM.
1>InitializeBuildStatus:
1>  Touching "Debug\HelloOgre.unsuccessfulbuild".
1>ClCompile:
1>  All outputs are up-to-date.
1>ManifestResourceCompile:
1>  All outputs are up-to-date.
1>Link:
1>  All outputs are up-to-date.
1>Manifest:
1>  All outputs are up-to-date.
1>PostBuildEvent:
1>  Access is denied.
1>          0 file(s) copied.
[b]1>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command "copy "E:\ogre3d\HelloOgre\Debug\HelloOgre.exe" "C:\Program Files\Ogre3D\OgreSDK_vc10_v1-7-1\Bin\Debug"
1>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd" exited with code 1.
1>
1>Build FAILED.
[/b]1>
1>Time Elapsed 00:00:00.08
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I think the "copy" command failed because it was trying to copy the compiled binary to the C:\Program Files\Ogre3D\OgreSDK_vc10_v1-7-1\Bin\Debug. I understood that this was failed because under Windows 7 it requires me to be Administrator which I'm not (although I can be).

So my question is why do I need to copy the binary to the Ogre3D direction in the first place? Is it because the directory contains all the DLL files and stuff? I guess this may be because it is for tutorial purpose but then what should I do when I want to have a dedicated directory to store all my stuff rather than the Ogre3D directory?

Cheers,
Alexander Dong Back Kim - ê¹€ë
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alexdbkim
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Re: Ogre3D with Visual Studio 2010

Post by alexdbkim »

I could solve the problem by placing Ogre3D somewhere that does not required to have Administrator permission.
Alexander Dong Back Kim - ê¹€ë
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alexdbkim
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Re: Ogre3D with Visual Studio 2010

Post by alexdbkim »

Although I could execute the TutorialApplication, I still have few problems.

1. When I run it with Direct3D, it crashes for some reason...

Code: Select all

(From debug output)
First-chance exception at 0x026a95bd in HelloOgre.exe: 0xC0000005: Access violation reading location 0x00000000.
Unhandled exception at 0x026a95bd in HelloOgre.exe: 0xC0000005: Access violation reading location 0x00000000.

Code: Select all

(break position)
void BaseApplication::loadResources(void)
{
    Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
}
I don't know what to look at in the auto dialog but looks like there is a null pointer or something.

2. When I run it with OpenGL, it could show the window and render the FPS monitor widget in the screen and the logo but nothing appears in the screen but black out. Is it meant to be like this?

Regards,
Alexander Dong Back Kim - ê¹€ë
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alexdbkim
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Re: Ogre3D with Visual Studio 2010

Post by alexdbkim »

In case you want to see the log file.

Code: Select all

01:49:04: Creating resource group General
01:49:04: Creating resource group Internal
01:49:04: Creating resource group Autodetect
01:49:04: SceneManagerFactory for type 'DefaultSceneManager' registered.
01:49:04: Registering ResourceManager for type Material
01:49:04: Registering ResourceManager for type Mesh
01:49:04: Registering ResourceManager for type Skeleton
01:49:04: MovableObjectFactory for type 'ParticleSystem' registered.
01:49:04: OverlayElementFactory for type Panel registered.
01:49:04: OverlayElementFactory for type BorderPanel registered.
01:49:04: OverlayElementFactory for type TextArea registered.
01:49:04: Registering ResourceManager for type Font
01:49:04: ArchiveFactory for archive type FileSystem registered.
01:49:04: ArchiveFactory for archive type Zip registered.
01:49:04: DDS codec registering
01:49:04: FreeImage version: 3.13.1
01:49:04: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
01:49:04: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
01:49:04: Registering ResourceManager for type HighLevelGpuProgram
01:49:04: Registering ResourceManager for type Compositor
01:49:04: MovableObjectFactory for type 'Entity' registered.
01:49:04: MovableObjectFactory for type 'Light' registered.
01:49:04: MovableObjectFactory for type 'BillboardSet' registered.
01:49:04: MovableObjectFactory for type 'ManualObject' registered.
01:49:04: MovableObjectFactory for type 'BillboardChain' registered.
01:49:04: MovableObjectFactory for type 'RibbonTrail' registered.
01:49:04: Loading library .\RenderSystem_Direct3D9_d
01:49:04: Installing plugin: D3D9 RenderSystem
01:49:04: D3D9 : Direct3D9 Rendering Subsystem created.
01:49:04: D3D9: Driver Detection Starts
01:49:04: D3D9: Driver Detection Ends
01:49:04: Plugin successfully installed
01:49:04: Loading library .\RenderSystem_GL_d
01:49:04: Installing plugin: GL RenderSystem
01:49:04: OpenGL Rendering Subsystem created.
01:49:05: Plugin successfully installed
01:49:05: Loading library .\Plugin_ParticleFX_d
01:49:05: Installing plugin: ParticleFX
01:49:05: Particle Emitter Type 'Point' registered
01:49:05: Particle Emitter Type 'Box' registered
01:49:05: Particle Emitter Type 'Ellipsoid' registered
01:49:05: Particle Emitter Type 'Cylinder' registered
01:49:05: Particle Emitter Type 'Ring' registered
01:49:05: Particle Emitter Type 'HollowEllipsoid' registered
01:49:05: Particle Affector Type 'LinearForce' registered
01:49:05: Particle Affector Type 'ColourFader' registered
01:49:05: Particle Affector Type 'ColourFader2' registered
01:49:05: Particle Affector Type 'ColourImage' registered
01:49:05: Particle Affector Type 'ColourInterpolator' registered
01:49:05: Particle Affector Type 'Scaler' registered
01:49:05: Particle Affector Type 'Rotator' registered
01:49:05: Particle Affector Type 'DirectionRandomiser' registered
01:49:05: Particle Affector Type 'DeflectorPlane' registered
01:49:05: Plugin successfully installed
01:49:05: Loading library .\Plugin_BSPSceneManager_d
01:49:05: Installing plugin: BSP Scene Manager
01:49:05: Plugin successfully installed
01:49:05: Loading library .\Plugin_CgProgramManager_d
01:49:05: Installing plugin: Cg Program Manager
01:49:05: Plugin successfully installed
01:49:05: Loading library .\Plugin_PCZSceneManager_d
01:49:05: Installing plugin: Portal Connected Zone Scene Manager
01:49:05: PCZone Factory Type 'ZoneType_Default' registered
01:49:05: Plugin successfully installed
01:49:05: Loading library .\Plugin_OctreeZone_d
01:49:05: Installing plugin: Octree Zone Factory
01:49:05: Plugin successfully installed
01:49:05: Loading library .\Plugin_OctreeSceneManager_d
01:49:05: Installing plugin: Octree & Terrain Scene Manager
01:49:05: Plugin successfully installed
01:49:05: *-*-* OGRE Initialising
01:49:05: *-*-* Version 1.7.1 (Cthugha)
01:49:05: Creating resource group Essential
01:49:05: Added resource location '../../media/thumbnails' of type 'FileSystem' to resource group 'Essential'
01:49:05: Added resource location '../../media/packs/SdkTrays.zip' of type 'Zip' to resource group 'Essential'
01:49:05: Added resource location '../../media' of type 'FileSystem' to resource group 'General'
01:49:05: Creating resource group Popular
01:49:05: Added resource location '../../media/fonts' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/materials/programs' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/materials/scripts' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/materials/textures' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/materials/textures/nvidia' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/models' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/particle' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/DeferredShadingMedia' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/PCZAppMedia' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/RTShaderLib' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/RTShaderLib/materials' of type 'FileSystem' to resource group 'Popular'
01:49:05: Added resource location '../../media/packs/cubemap.zip' of type 'Zip' to resource group 'Popular'
01:49:05: Added resource location '../../media/packs/cubemapsJS.zip' of type 'Zip' to resource group 'Popular'
01:49:05: Added resource location '../../media/packs/dragon.zip' of type 'Zip' to resource group 'Popular'
01:49:05: Added resource location '../../media/packs/fresneldemo.zip' of type 'Zip' to resource group 'Popular'
01:49:05: Added resource location '../../media/packs/ogretestmap.zip' of type 'Zip' to resource group 'Popular'
01:49:05: Added resource location '../../media/packs/ogredance.zip' of type 'Zip' to resource group 'Popular'
01:49:05: Added resource location '../../media/packs/Sinbad.zip' of type 'Zip' to resource group 'Popular'
01:49:05: Added resource location '../../media/packs/skybox.zip' of type 'Zip' to resource group 'Popular'
01:49:05: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
01:49:05: D3D9 : RenderSystem Option: FSAA = 0
01:49:05: D3D9 : RenderSystem Option: Floating-point mode = Fastest
01:49:05: D3D9 : RenderSystem Option: Full Screen = No
01:49:05: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-ATI Radeon HD 5800 Series
01:49:05: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
01:49:05: D3D9 : RenderSystem Option: VSync = No
01:49:05: D3D9 : RenderSystem Option: VSync Interval = 1
01:49:05: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
01:49:05: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
01:49:10: CPU Identifier & Features
01:49:10: -------------------------
01:49:10:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5 CPU         750  @ 2.67GHz
01:49:10:  *      SSE: yes
01:49:10:  *     SSE2: yes
01:49:10:  *     SSE3: yes
01:49:10:  *      MMX: yes
01:49:10:  *   MMXEXT: yes
01:49:10:  *    3DNOW: no
01:49:10:  * 3DNOWEXT: no
01:49:10:  *     CMOV: yes
01:49:10:  *      TSC: yes
01:49:10:  *      FPU: yes
01:49:10:  *      PRO: yes
01:49:10:  *       HT: no
01:49:10: -------------------------
01:49:10: D3D9 : Subsystem Initialising
01:49:10: Registering ResourceManager for type Texture
01:49:10: Registering ResourceManager for type GpuProgram
01:49:10: D3D9RenderSystem::_createRenderWindow "TutorialApplication Render Window", 800x600 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1 
01:49:10: D3D9 : Created D3D9 Rendering Window 'TutorialApplication Render Window' : 800x600, 32bpp
01:49:10: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
01:49:10: D3D9: Vertex texture format supported - PF_L8
01:49:10: D3D9: Vertex texture format supported - PF_L16
01:49:10: D3D9: Vertex texture format supported - PF_A8
01:49:10: D3D9: Vertex texture format supported - PF_A4L4
01:49:10: D3D9: Vertex texture format supported - PF_BYTE_LA
01:49:10: D3D9: Vertex texture format supported - PF_R5G6B5
01:49:10: D3D9: Vertex texture format supported - PF_B5G6R5
01:49:10: D3D9: Vertex texture format supported - PF_A4R4G4B4
01:49:10: D3D9: Vertex texture format supported - PF_A1R5G5B5
01:49:10: D3D9: Vertex texture format supported - PF_A8R8G8B8
01:49:10: D3D9: Vertex texture format supported - PF_B8G8R8A8
01:49:10: D3D9: Vertex texture format supported - PF_A2R10G10B10
01:49:10: D3D9: Vertex texture format supported - PF_A2B10G10R10
01:49:10: D3D9: Vertex texture format supported - PF_DXT1
01:49:10: D3D9: Vertex texture format supported - PF_DXT2
01:49:10: D3D9: Vertex texture format supported - PF_DXT3
01:49:10: D3D9: Vertex texture format supported - PF_DXT4
01:49:10: D3D9: Vertex texture format supported - PF_DXT5
01:49:10: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
01:49:10: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
01:49:10: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
01:49:10: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
01:49:10: D3D9: Vertex texture format supported - PF_X8R8G8B8
01:49:10: D3D9: Vertex texture format supported - PF_X8B8G8R8
01:49:10: D3D9: Vertex texture format supported - PF_R8G8B8A8
01:49:10: D3D9: Vertex texture format supported - PF_DEPTH
01:49:10: D3D9: Vertex texture format supported - PF_SHORT_RGBA
01:49:10: D3D9: Vertex texture format supported - PF_FLOAT16_R
01:49:10: D3D9: Vertex texture format supported - PF_FLOAT32_R
01:49:10: D3D9: Vertex texture format supported - PF_SHORT_GR
01:49:10: D3D9: Vertex texture format supported - PF_FLOAT16_GR
01:49:10: D3D9: Vertex texture format supported - PF_FLOAT32_GR
01:49:10: D3D9: Vertex texture format supported - PF_SHORT_RGB
01:49:10: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
01:49:10: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
01:49:10: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
01:49:10: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
01:49:10: RenderSystem capabilities
01:49:10: -------------------------
01:49:10: RenderSystem Name: Direct3D9 Rendering Subsystem
01:49:10: GPU Vendor: ati
01:49:10: Device Name: Monitor-1-ATI Radeon HD 5800 Series
01:49:10: Driver Version: 8.17.10.1047
01:49:10:  * Fixed function pipeline: yes
01:49:10:  * Hardware generation of mipmaps: yes
01:49:10:  * Texture blending: yes
01:49:10:  * Anisotropic texture filtering: yes
01:49:10:  * Dot product texture operation: yes
01:49:10:  * Cube mapping: yes
01:49:10:  * Hardware stencil buffer: yes
01:49:10:    - Stencil depth: 8
01:49:10:    - Two sided stencil support: yes
01:49:10:    - Wrap stencil values: yes
01:49:10:  * Hardware vertex / index buffers: yes
01:49:10:  * Vertex programs: yes
01:49:10:  * Number of floating-point constants for vertex programs: 256
01:49:10:  * Number of integer constants for vertex programs: 16
01:49:10:  * Number of boolean constants for vertex programs: 16
01:49:10:  * Fragment programs: yes
01:49:10:  * Number of floating-point constants for fragment programs: 224
01:49:10:  * Number of integer constants for fragment programs: 16
01:49:10:  * Number of boolean constants for fragment programs: 16
01:49:10:  * Geometry programs: no
01:49:10:  * Number of floating-point constants for geometry programs: 0
01:49:10:  * Number of integer constants for geometry programs: 0
01:49:10:  * Number of boolean constants for geometry programs: 0
01:49:10:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
01:49:10:  * Texture Compression: yes
01:49:10:    - DXT: yes
01:49:10:    - VTC: no
01:49:10:    - PVRTC: no
01:49:10:  * Scissor Rectangle: yes
01:49:10:  * Hardware Occlusion Query: yes
01:49:10:  * User clip planes: yes
01:49:10:  * VET_UBYTE4 vertex element type: yes
01:49:10:  * Infinite far plane projection: yes
01:49:10:  * Hardware render-to-texture: yes
01:49:10:  * Floating point textures: yes
01:49:10:  * Non-power-of-two textures: yes
01:49:10:  * Volume textures: yes
01:49:10:  * Multiple Render Targets: 4
01:49:10:    - With different bit depths: yes
01:49:10:  * Point Sprites: yes
01:49:10:  * Extended point parameters: yes
01:49:10:  * Max Point Size: 10
01:49:10:  * Vertex texture fetch: yes
01:49:10:  * Number of world matrices: 0
01:49:10:  * Number of texture units: 8
01:49:10:  * Stencil buffer depth: 8
01:49:10:  * Number of vertex blend matrices: 0
01:49:10:    - Max vertex textures: 4
01:49:10:    - Vertex textures shared: no
01:49:10:  * Render to Vertex Buffer : no
01:49:10:  * DirectX per stage constants: yes
01:49:10: ***************************************
01:49:10: *** D3D9 : Subsystem Initialised OK ***
01:49:10: ***************************************
01:49:10: DefaultWorkQueue('Root') initialising on thread 0030A818.
01:49:10: DefaultWorkQueue('Root')::WorkerFunc - thread 003238C0 starting.
01:49:10: DefaultWorkQueue('Root')::WorkerFunc - thread 00323890 starting.
01:49:10: DefaultWorkQueue('Root')::WorkerFunc - thread 003238F0 starting.
01:49:10: DefaultWorkQueue('Root')::WorkerFunc - thread 00323920 starting.
01:49:10: Particle Renderer Type 'billboard' registered
01:49:10: SceneManagerFactory for type 'BspSceneManager' registered.
01:49:10: Registering ResourceManager for type BspLevel
01:49:10: SceneManagerFactory for type 'PCZSceneManager' registered.
01:49:10: MovableObjectFactory for type 'PCZLight' registered.
01:49:10: MovableObjectFactory for type 'Portal' registered.
01:49:10: MovableObjectFactory for type 'AntiPortal' registered.
01:49:10: PCZone Factory Type 'ZoneType_Octree' registered
01:49:10: PCZone Factory Type 'ZoneType_Terrain' registered
01:49:10: SceneManagerFactory for type 'OctreeSceneManager' registered.
01:49:10: SceneManagerFactory for type 'TerrainSceneManager' registered.
01:49:10: Parsing scripts for resource group Autodetect
01:49:10: Finished parsing scripts for resource group Autodetect
01:49:10: Parsing scripts for resource group Essential
01:49:10: Parsing script SdkTrays.material
01:49:10: Parsing script SdkTrays.fontdef
01:49:10: Parsing script SdkTrays.overlay
01:49:10: Bad element attribute line: '# you can offset the image to change the cursor "hotspot"' for element SdkTrays/Cursor in overlay 
01:49:10: Texture: sdk_cursor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
01:49:10: Texture: sdk_tray.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
01:49:10: Texture: sdk_button_up.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1.
01:49:10: Texture: sdk_text_box.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
01:49:10: Texture: sdk_mini_tray.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
01:49:10: Texture: sdk_track.png: Loading 1 faces(PF_A8R8G8B8,16x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x32x1.
01:49:10: Texture: sdk_handle.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
01:49:10: Texture: sdk_mini_text_box.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
01:49:11: Texture: sdk_label.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
01:49:11: Texture: sdk_separator.png: Loading 1 faces(PF_A8R8G8B8,64x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x16x1.
01:49:11: Texture: sdk_logo.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x64x1.
01:49:11: Texture: sdk_shade.png: Loading 1 faces(PF_A8R8G8B8,64x48x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x48x1.
01:49:11: Texture: sdk_frame.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
01:49:11: Texture: sdk_mini_text_box_over.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
01:49:11: Texture: sdk_pulse.png: Loading 1 faces(PF_R8G8B8,8x1x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,8x1x1.
01:49:11: Finished parsing scripts for resource group Essential
01:49:11: Parsing scripts for resource group General
01:49:11: Finished parsing scripts for resource group General
01:49:11: Parsing scripts for resource group Internal
01:49:11: Finished parsing scripts for resource group Internal
01:49:11: Parsing scripts for resource group Popular
01:49:11: Parsing script Examples.program

Alexander Dong Back Kim - ê¹€ë
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Re: Ogre3D with Visual Studio 2010

Post by jacmoe »

If it works in OpenGL but not in DirectX, it probably means that you graphics card drivers are OK, but your DirectX runtimes needs updating.
So use the DirectX runtime web installer and see if that fixes your problem.

The example is meant to be blank - it's up to you to populate the scene. :wink:

Take a look at this page for ways to maintain a local directory instead of copying to the Ogre SDK directory:
http://www.ogre3d.org/tikiwiki/Building ... With+CMake
Be sure to grab the attached file.
/* Less noise. More signal. */
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alexdbkim
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Re: Ogre3D with Visual Studio 2010

Post by alexdbkim »

jacmoe wrote:If it works in OpenGL but not in DirectX, it probably means that you graphics card drivers are OK, but your DirectX runtimes needs updating.
So use the DirectX runtime web installer and see if that fixes your problem.

The example is meant to be blank - it's up to you to populate the scene. :wink:

Take a look at this page for ways to maintain a local directory instead of copying to the Ogre SDK directory:
http://www.ogre3d.org/tikiwiki/Building ... With+CMake
Be sure to grab the attached file.
Thanks jacmoe :)
Alexander Dong Back Kim - ê¹€ë
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