Help building Ogre 1.10

Problems building or running the engine, queries about how to use features etc.
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mkultra333
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Help building Ogre 1.10

Post by mkultra333 »

I'm attempting to build Ogre 1.10. I was using VS2008 with Ogre 1.8.1, I could build the source to that. Now I need to be able to work with 1.10, I can't used a precompiled version like Transporter makes since I want to add VR support which will probably require altering the source.

All the information I can find on compiling the source seems totally out of date. It talks about Ogre 1.7. It tells me to use CMake 2.8, but that doesn't have configurations for VS2013 so I've updated CMake to 3.5

I downloaded the latest 1.10 source as a zip from github. Rather than build the dependencies, I downloaded Transporter's latest version for VS2013 x86. I installed them in a folder called "Dependencies" in same folder as the Ogre 1.10 source.

I also downloaded Transporter's latest Boost 1.61, but I don't know what I'm supposed to do with that.

Now I'm confused... I've set the CMake source and build options to "C:/Ogre/Ogre_1.10" where the source is. I set the configuration for VS2013. It seems happy with that, the options and things all show.
But here's the first two problems.

1. It can't find boost. Where do I put the Boost 1.61 dependency I downloaded from Transporter?
2. It keeps looking in my Ogre 1.8.1 folder for dependencies, as well as the 1.10 folder. How do I stop it doing that?

Here's the full output when I hit "configure"

Code: Select all

The C compiler identification is MSVC 18.0.31101.0
The CXX compiler identification is MSVC 18.0.31101.0
Check for working C compiler using: Visual Studio 12 2013
Check for working C compiler using: Visual Studio 12 2013 -- works
Detecting C compiler ABI info
Detecting C compiler ABI info - done
Check for working CXX compiler using: Visual Studio 12 2013
Check for working CXX compiler using: Visual Studio 12 2013 -- works
Detecting CXX compiler ABI info
Detecting CXX compiler ABI info - done
Detecting CXX compile features
Detecting CXX compile features - done
Configuring OGRE 1.10.0unstable
Check size of void*
Check size of void* - done
Search path: C:/Ogre/ogre_src_v1-8-1/Dependencies;C:/Ogre/Ogre_1.10/Dependencies;C:/Ogre/Ogre_1.10/Dependencies;C:/Ogre/Ogre_1.10/../Dependencies;C:/Ogre/Ogre_1.10/../Dependencies
Looking for ZLIB...
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Found ZLIB: optimized;C:/Ogre/ogre_src_v1-8-1/Dependencies/lib/Release/zlib.lib;debug;C:/Ogre/Ogre_1.10/Dependencies/lib/Debug/zlibd.lib
Looking for ZZip...
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Found ZZip: optimized;C:/Ogre/ogre_src_v1-8-1/Dependencies/lib/Release/zziplib.lib;debug;C:/Ogre/Ogre_1.10/Dependencies/lib/Debug/zziplibd.lib
Looking for FreeImage...
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Found FreeImage: optimized;C:/Ogre/ogre_src_v1-8-1/Dependencies/lib/Release/FreeImage.lib;debug;C:/Ogre/ogre_src_v1-8-1/Dependencies/lib/Debug/FreeImage_d.lib
Looking for FREETYPE...
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
CMAKE_PREFIX_PATH: C:/Ogre/ogre_src_v1-8-1/Dependencies;C:/Ogre/Ogre_1.10/Dependencies;C:/Ogre/Ogre_1.10/Dependencies;C:/Ogre/Ogre_1.10/../Dependencies;C:/Ogre/Ogre_1.10/../Dependencies
CMAKE_PREFIX_PATH: C:/Ogre/ogre_src_v1-8-1/Dependencies;C:/Ogre/Ogre_1.10/Dependencies;C:/Ogre/Ogre_1.10/Dependencies;C:/Ogre/Ogre_1.10/../Dependencies;C:/Ogre/Ogre_1.10/../Dependencies
Found FREETYPE: optimized;C:/Ogre/ogre_src_v1-8-1/Dependencies/lib/Release/freetype.lib;debug;C:/Ogre/Ogre_1.10/Dependencies/lib/Debug/freetyped.lib
Found OpenGL: opengl32  
Looking for DirectX9...
DirectX9_PREFIX_PATH changed.
Found DirectX9: C:/Program Files (x86)/Microsoft DirectX SDK (February 2010)/Lib/x86/d3d9.lib
Looking for DirectX11...
Found DirectX11: d3d11.lib;dxgi.lib;dxguid.lib
Looking for Cg...
Cg_PREFIX_PATH changed.
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Found Cg: C:/Ogre/ogre_src_v1-8-1/Dependencies/lib/Release/cg.lib
Looking for POCO...
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Could not locate POCO
Looking for TBB...
Could not locate TBB
Looking for GLSL_Optimizer...
GLSL_Optimizer_PREFIX_PATH changed.
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Found GLSL_Optimizer: optimized;C:/Ogre/Ogre_1.10/Dependencies/lib/Release/glsl_optimizer.lib;debug;C:/Ogre/Ogre_1.10/Dependencies/lib/Debug/glsl_optimizer_d.lib
Looking for HLSL2GLSL...
HLSL2GLSL_PREFIX_PATH changed.
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Found HLSL2GLSL: C:/Ogre/Ogre_1.10/Dependencies/lib/Release/hlsl2glsl.lib
Looking for OIS...
OIS_PREFIX_PATH changed.
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Found OIS: optimized;C:/Ogre/ogre_src_v1-8-1/Dependencies/lib/Release/OIS.lib;debug;C:/Ogre/ogre_src_v1-8-1/Dependencies/lib/Debug/OIS_d.lib
Could NOT find Doxygen (missing:  DOXYGEN_EXECUTABLE) 
Looking for Softimage...
Softimage_PREFIX_PATH changed.
Could not locate Softimage
Could NOT find TinyXML (missing:  TINYXML_INCLUDE_DIR TINYXML_LIBRARIES) 
Looking for CppUnit...
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Could not locate CppUnit

-----------------------------------------------------------------------------
-- The following external packages were located on your system.
-- This installation will have the extra features provided by these packages.
+ zlib
+ zziplib
+ freeimage
+ freetype
+ OpenGL
+ OpenGL 3+
+ OpenGL ES 1.x
+ OpenGL ES 2.x
+ OpenGL ES 3.x
+ DirectX9
+ DirectX11
+ cg
+ GLSL Optimizer
+ HLSL2GLSL
+ OIS
-----------------------------------------------------------------------------
-- The following OPTIONAL packages could NOT be located on your system.
-- Consider installing them to enable more features from this software.
+ boost: Boost (general) <http://boost.org>
+ boost-thread: Used for threading support <http://boost.org>
+ boost-date_time: Used for threading support <http://boost.org>
+ POCO: POCO framework <http://pocoproject.org/>
+ tbb: Threading Building Blocks <http://www.threadingbuildingblocks.org/>
+ Doxygen: Tool for building API documentation <http://doxygen.org>
+ Softimage: Softimage SDK needed for building XSIExporter <FALSE>
+ TinyXML: TinyXML needed for building OgreXMLConverter <FALSE>
+ CppUnit: Library for performing unit tests <http://cppunit.sourceforge.net>
-----------------------------------------------------------------------------


----------------------------------------------------------------------------
  FEATURE SUMMARY
----------------------------------------------------------------------------

Building components:
  + Paging
  + MeshLodGenerator
  + Property
  + Terrain
  + RTShader System
  + RTShader System Core Shaders
  + RTShader System Extensions Shaders
  + Volume
  + Overlay
  + HLMS
Building plugins:
  + BSP scene manager
  + Cg program manager
  + Octree scene manager
  + Portal connected zone scene manager
  + Particle FX
Building rendersystems:
  + Direct3D 9
  + Direct3D 11
  + OpenGL
Building executables:
  + Samples
  + Tools
Building core features:
  + Mesh Lod
  + DDS image codec
  + FreeImage codec
  + ZIP archives

Build type:                      dynamic
Threading support:               none
Use double precision:            disabled
Nodes inherit transform:         disabled
Assert mode:                     standard
Allocator type:                  standard
STL containers use allocator:    enabled
Strings use allocator:           disabled
Memory tracker (debug):          disabled
Memory tracker (release):        disabled
Use Boost:                       disabled

----------------------------------------------------------------------------

Configuring done
This is what my options look like.
Image
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Re: Help building Ogre 1.10

Post by mkultra333 »

Another question, I generated the solution that the above makes, and it compiled ok, but there's no SampleBrowser.exe. I also tried a configuration that included the playpen tests, but that didn't make any difference.

How do I get the sample browser to compile so I can test it?
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Re: Help building Ogre 1.10

Post by dark_sylinc »

CMake Quick Start Guide is up to date. Including the video.
I downloaded the latest 1.10 source as a zip from github.
The official repository is in Bitbucket. I very strongly advise you clone the repository using TortoiseHg (or manually with Mercurial via command line. Or via SourceTree) as shown on the guides instead of downloading as a zip. Downloading as a zip may contain bugs (i.e. particularly I can recall downloading as a zip the Dependencies won't follow subrepos, which are needed for SDL)
Now I'm confused... I've set the CMake source and build options to "C:/Ogre/Ogre_1.10" where the source is. I set the configuration for VS2013. It seems happy with that, the options and things all show.
But here's the first two problems.
While not needed, I recommend you point the "where to build the binaries" in "C:/Ogre/Ogre_1.10/build"
1. It can't find boost. Where do I put the Boost 1.61 dependency I downloaded from Transporter?
Boost is optional. I personally loathe it. Do you need it? If you need it, you can set some environment variable I can't recall. Or it's best to set Boost_DIR manually to where your Boost is, and run the Configure again.
2. It keeps looking in my Ogre 1.8.1 folder for dependencies, as well as the 1.10 folder. How do I stop it doing that?
You may have some environment variable set to that folder. By default the CMake script will give priority to "C:/Ogre/Ogre_1.10/Dependencies" folder. You can copy-paste your dependencies there (or use "mklink /D" with admin privileges to create a symbolic link).
Or alternatively you can manually change OGRE_DEPENDENCIES_DIR, and run Configure again.
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Re: Help building Ogre 1.10

Post by mkultra333 »

Man, typed a whole response, and just got...

"This site can’t be reached

ogre3d.org’s server DNS address could not be found.
ERR_NAME_NOT_RESOLVED"

... once I pressed submit. I get that a lot with the Ogre site, nowhere else.

Oh well, second try, short version.

Thanks a lot for the reply. http://www.ogre3d.org/tikiwiki/CMake+Quick+Start+Guide seems to be mostly about building the dependencies, do I really need to do all that if I've already got compiled dependencies from Transporter? I've used them already and they worked fine, I could build all the ogre .dlls.

I tried directly setting the dependencies folder, it seemed to ignore it and still check 1.8.1. For now I just moved the 1.8.1 folder so it shouldn't find those old deps.

Environment variables seem like a problem. I have projects that still used Ogre 1.8, as well as older versions of Boost. Now it seems I need the same environment variables pointing to different folders. That ain't gonna work.

If you don't think boost is important, I might just ignore it. Has the advantage of not messing up projects using older versions of Boost anyway, what with environment variables.

How do I get the SampleBrowser to compile? It used to just happen on my 1.8.1 setup, SampleBrowser.exe just turned up in the Bin folder along with OgreXMLConverter.exe and OgreMeshUpgrader.exe, but now only the latter two appear in the 1.10 bin folder. Comparing the solution file for 1.8.1 versus 1.10, I see that the 1.10 solution lacks any of the samples or sample browser.
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Re: Help building Ogre 1.10

Post by Wolfmanfx »

mm are building into the same dir where you build 1.8.1?
If so delete the CMAKE cache if that do not help use CMAKE from the command line and pass the dep folder var as a command line param.
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Re: Help building Ogre 1.10

Post by mkultra333 »

I have no idea what "mm" is. I don't know if anything is building into the 1.8.1 directory but I don't think so, I couldn't find anything in it with today's date. I renamed the 1.8.1 directory and also tried moving it.

This is the worst part of Ogre, trying to build it. Totally confusing, barely documented with out-of-date notes. Must be so off-putting to new people.

I did notice one odd thing though. I've managed to make a solution and successfully compile it several times, but CMake refuses to include the SampleBrowser and samples in the solution, so I can't test it. However in one experiment I accidentally left the original 1.8.1 folder, and CMake seems to have set that as the dependencies folder. The resulting solution then had the SampleBrowser and all the solutions in it. Wouldn't compile though, lots of linker errors.

The main difference I see between the old deps and the new ones is that the old ones had FreeType while the new ones have FreeType2. CMake says it can't find Freetype. And maybe without Freetype, it won't include the samples in the project.

I also tried paroj's version of 1.10 from Git. CMake didn't mind that one, and using Transporter's deps it still had the samples in the solution. Compiled mostly ok, had 2 errors but still produced SampleBrowser. But unfortunately SampleBrowser crashed because there was no DXCompiler_47.dll or something. Apparently it's a dll on windows 8 but not windows 7. Pity, otherwise Paroj's setup would be the way to go.
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Re: Help building Ogre 1.10

Post by dark_sylinc »

mkultra333 wrote:This is the worst part of Ogre, trying to build it. Totally confusing, barely documented with out-of-date notes. Must be so off-putting to new people.
I will repeat. This guide and this video are not out of date, and when following the exact steps it builds on Visual Studio 2008, 2010, 2012, 2013 (2015 not tested by myself), on Windows XP, Windows 7, Windows 8, Windows 10, and Linux too.

It covers how to build Ogre from zero. I know, because I wrote the guide.

If anything goes wrong, manually changing OGRE_DEPENDENCIES_DIR and Boost_DIR hitting "configure" again will solve the problems.
If there's a weird environment variable messing up your system, use rapidee to find them and remove them.
If CMake somehow still insists in another Dependencies dir (your 1.8 thing) then temporarily rename that folder so CMake won't find it. Then enter your folder path to OGRE_DEPENDENCIES_DIR, hit configure; and now you can restore your 1.8 dir's name back.

If you've messed up your CMake build, too much delete the build folder and start again.
unfortunately SampleBrowser crashed because there was no DXCompiler_47.dll or something. Apparently it's a dll on windows 8 but not windows 7. Pity, otherwise Paroj's setup would be the way to go.
This is some weird SDK thing I haven't nailed yet, but searching for D3DCompiler_47.dll in your Windows folder, and copy pasting it to where SampleBrowser is will fix that. Make sure you grab the correct dll (x86 vs x64 dlls). For example in my Windows 7 machine they're located in:
C:\Windows\winsxs\x86_microsoft-windows-ie-d3dcompiler_31bf3856ad364e35_11.2.9600.16428_none_f5d566eb2d6d9be1 (x86)
C:\Windows\winsxs\amd64_microsoft-windows-ie-d3dcompiler_31bf3856ad364e35_11.2.9600.16428_none_51f4026ee5cb0d17 (x64)
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Re: Help building Ogre 1.10

Post by Transporter »

dark_sylinc wrote:This is some weird SDK thing I haven't nailed yet, but searching for D3DCompiler_47.dll in your Windows folder, and copy pasting it to where SampleBrowser is will fix that. Make sure you grab the correct dll (x86 vs x64 dlls). For example in my Windows 7 machine they're located in:
C:\Windows\winsxs\x86_microsoft-windows-ie-d3dcompiler_31bf3856ad364e35_11.2.9600.16428_none_f5d566eb2d6d9be1 (x86)
C:\Windows\winsxs\amd64_microsoft-windows-ie-d3dcompiler_31bf3856ad364e35_11.2.9600.16428_none_51f4026ee5cb0d17 (x64)
  • C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\x86_arm
  • C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\x86_amd64
  • C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64_x86
  • C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64_arm
  • C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64
  • C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\Remote Debugger\x64
  • C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\Remote Debugger\x86
  • C:\Program Files (x86)\Windows Kits\8.1\Redist\D3D\x64
  • C:\Program Files (x86)\Windows Kits\8.1\Redist\D3D\x86
  • C:\Program Files (x86)\Windows Kits\8.1\bin\x64
  • C:\Program Files (x86)\Windows Kits\8.1\bin\x86
I would recommend you to look in the folders of your installed Windows Kits or SDKs. This list is from Windows 7 + VS2013, but these are nearly the same folders under Windows 10 + VS2015.
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Re: Help building Ogre 1.10

Post by mkultra333 »

Thanks for the help.

I tried paroj's version again, being more careful this time. His version does one really neat thing. When you first set up CMake, it actually seems to just automatically compile the dependencies. I already knew there was something dodgy going on with paths to 1.8.1 so I removed it completely from the folder. CMake created a new 1.8.1 folder and then a newly compiled set of dependencies with in that. At least that's what appeared to happen.

Cmake likes these dependencies, I suspect it's something to do with FreeType, even though he uses FreeType2 as well. So the samples were included in the solution. But this time they didn't compile, can't remember the problem.

Anyhow, feeling adventurous, I decided to merge his version of the dependencies with Transporters. Just copy them over, and overwrite any duplicates. Then I ran CMake with a new copy of the standard 1.10 version I got via HGTortoise. I've been making fresh copies of 1.10 each time because I know if it doesn't work the first time it's a mess.

And this franken-dependency worked. This time CMake found Freetype, and the solution had the SampleBrowser and samples. I compiled it, and it succeeded (there was 1 error somewhere, hlms manager or something). I got the D3DCompiler_47.dll error again, but I found one of those copies and used that.

And it ran! So finally, it seems I may have a working 1.10, albeit by rather convoluted means.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Regarding the compile instructions, I think the problem for me is that I've been using Ogre for about 7 or so years, and I've NEVER compiled the dependencies myself. That's just a big extra hassle I don't want to deal with. So if the compile instructions start by telling me I need to compile all the dependencies, I'm going to look for an easier way. In the past, there has ALWAYS been a pre-compiled dependencies package. There still is, thanks to Transporter, but for some weird reason it just didn't seem to be working in my case. I suspect it's a FreeType thing. But the merge of Paroj's deps and Transporters deps worked great. (Paroj's deps lack a bunch of other things, so Transporter's dep was still needed.)
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Re: Help building Ogre 1.10

Post by Wolfmanfx »

Again when you copy the ogredeps folder into your ogre src folder cmake will pick it and do everything for

OgreSrcFolder (official version)
|- ogredeps
|- build (use as the build folder)

I would suggest to give it another try. I am also online right now and could assist you over skype or teamviewer
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Re: Help building Ogre 1.10

Post by mkultra333 »

Thanks Wolfmanfx. I have been using a Build folder since dark_sylinc suggested it. I've also been copying the dependency folder into my Ogre_1_10 folder. It gets picked up, but the problem is that my Ogre_181 folder gets scanned as well, so things can get messy. I think it's the environment variables.

But that isn't much of an issue, I can just move the 1.8.1 folder out of the way for the time being, then it only has the new dependencies folder to use. But then a second problem occurs, it doesn't like something about Transporter's compiled dependencies so the project CMake creates doesn't include the samples or the sample browser. I could create a solution and compile it fine, got all the dlls, but with no sample browser I couldn't test anything.

The hybrid paroj/Transporter dependency folder worked though, I get a solution with the samples that compiles and runs fine, at least mostly.

Just tested the samplebrowser with DX11, half the samples work and half don't. Is that normal, or should all the samples work?
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Re: Help building Ogre 1.10

Post by Wolfmanfx »

Please create a ticket on jira if you feel its bug
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Re: Help building Ogre 1.10

Post by mkultra333 »

Just curious if it's normal for some samples not to work in DX11.
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Re: Help building Ogre 1.10

Post by mkultra333 »

Ok, new day. Since Transporter's pre-compiled dependencies caused some glitch that prevented the Samples from being in the solution, and the paroj/Transporter franken-deps mostly working but being a bit of a hack idea, I decided to bite the bullet and compile the dependencies from scratch. Since I was now pretty used to using CMake over and over, it wasn't too big a deal.

Downloaded the deps from https://bitbucket.org/cabalistic/ogredeps, followed the instructions at http://www.ogre3d.org/tikiwiki/CMake+Quick+Start+Guide and all went well. Setup a fresh 1.10 folder, added the deps directory. Solution was created without problems and included the samples. Compiled fine. Still ran into the missing D3DCompiler_47.dll problem but know where to get a copy on my machine.

Ran sample browser, works fine, though quite a few samples crash in DX11, I suspect that is normal.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

So where did it all go wrong? The root cause was me trying to use Transporter's precompiled deps instead of compiling them myself. For one, for some reason CMake doesn't like them and can't find FreeType, and then it won't make the samples. Secondly, it had a knock on effect of looking in my 1.8.1 folder for dependencies, and as I experimented with dependencies this sometimes lead to solutions that wouldn't compile. I don't know if the fault lay with Transporter's deps or I just messed up something else, but once the problem started I was never able to get the samples included in the solution.

So the moral of the story is that you shouldn't skip building the dependencies.

But the reason I did was because in the 7+ years I've been using Ogre, I've never had to compile the dependencies before. There's always been pre-compiled dependencies. And since Transporter has freshly made pre-compiled dependencies, and his snapshots are even linked to on the download page, I thought they'd be fine. I always dread having to update to a new version of Ogre, so anything that makes that easier is a plus.

Live and learn I guess.

On a side note, when experimenting with paroj's version, his CMake setup had a neat perk in that it automatically built the dependencies when you configured the project. That's maybe something that can be added to the standard Ogre setup, it makes things much easier and less intimidating.
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Re: Help building Ogre 1.10

Post by insider »

Now I understand why chaosavy was even ready to pay someone if they help him build Ogre from source last year, I thought how hard can that be now I understand why :D :lol:
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Re: Help building Ogre 1.10

Post by mkultra333 »

It's one of those things that, once you've done it a couple of times, it's fairly easy. I expect the team members probably can't understand why anyone finds it tricky. :)

But if you haven't done it before, or haven't done it in a while, it can be quite intimidating and can trip you up a number of ways. I use CMake and HgTortoise less than once in a blue moon, so when I have to, it's initially confusing and error prone. I haven't compiled Ogre source since 1.8.1 came out. That seems to be about 3.5 years ago.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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