Feedback wanted: Ogre 2.1 guide

Design / architecture / roadmap discussions related to future of Ogre3D (version 2.0 and above)
hyyou
Gremlin
Posts: 154
Joined: Wed Feb 03, 2016 2:24 am
x 2

Re: Feedback wanted: Ogre 2.1 guide

Post by hyyou » Fri Oct 13, 2017 9:46 am

DainiusVaiksnys wrote: ....
That's my thoughts exactly! I am trying to create a simple custom HLMS implementation and I just can't break through. HlmsUnlit is already way too complex to be a starting point. ....
I think a full HLMS tutorial is too much work for a single person.
It would be nice if we can create a team from users to create this wiki.
IMHO, we need a captain - the one that professional enough (than me) to create a blank wiki page and the outline.
1 x

petrotheos
Gnoblar
Posts: 11
Joined: Mon Sep 18, 2017 5:37 pm

Re: Feedback wanted: Ogre 2.1 guide

Post by petrotheos » Tue Jan 16, 2018 7:22 pm

Support Windows UWP SwapChainPanel. In Ogre 1 there was a reference to the SwapChainPanel in the render function and the render had to be called from the UI thread. Maybe you can avoid refering to it by holding the necessary variables.

The HANDLE CreateThread work on WinRT too.
0 x

User avatar
kklouzal
Gnoblar
Posts: 4
Joined: Tue Nov 19, 2013 10:01 am
Location: USA - Arizona
Contact:

Re: Feedback wanted: Ogre 2.1 guide

Post by kklouzal » Mon Feb 05, 2018 7:43 pm

Thank you, this was exactly what I needed to get started! Trying to build 2.1 on my own, however straightforward now that I've done it a few times, is not as simple as other projects who use CMake.

The guide is easy to follow and explains everything properly and thoroughly. I like how you added very specific clarifications in areas such as
Make sure to build both Debug and Release
Instead of assuming the user should realize this themselves, you take the time to cover every angle. That will definitely help reduce areas of confusion for newcomers and eliminate unnecessary questions.

Moving forward I would like to see a tutorial initializing the core of OGRE itself without the use of third party libraries such as SDL and without the use of the demo framework (however references to specific code blocks within the framework should be perfectly acceptable). Essentially walk-through of each step in the process that would prime the user to begin creating their own framework.
0 x

ven
Kobold
Posts: 35
Joined: Mon Sep 10, 2007 11:03 am
Location: St. Petersburg, Russia

Re: Feedback wanted: Ogre 2.1 guide

Post by ven » Fri Feb 09, 2018 11:43 am

My ogre 2.1 setup experience (linux) - best feedback :D
I saw the current topic just now.
0 x

Scalu
Gnoblar
Posts: 2
Joined: Wed Mar 14, 2018 10:11 pm

Re: Feedback wanted: Ogre 2.1 guide

Post by Scalu » Wed Mar 14, 2018 10:38 pm

Awesome! These guides were very helpful with my Linux installation. I am an Ogre newb. ;)

Feedback:
- Setting up Ogre on Linux:
- - Requirements:
- - - TortoiseHG 4.5.2 available on their website. With the latest Ubuntu 17.10, using their instructions for Launchpad PPA, it seemed that this version of Ubuntu will not accept their source as this specific version is unsupported. Just to get working, I ran "sudo apt-get install tortoisehg", which got me version 4.3, which worked fine. It was much easier.
After that experience, I did the same with qtcreator.
- - Downloading Ogre
- - - Command line: mkdir Ogre should be ogre, and is not a necessary step as the hgclone command creates the folder. I ended up with an empty Ogre folder, and the repository in the ogre folder, so I just deleted Ogre.
- - Building Dependencies:
- - - change Ogre -> ogre
- - - remove the second "cd build" command.
- - - change instal -> install
- - Building Ogre
- - - change Ogre -> ogre

- Using Ogre in your App: I followed the directions in Speeding things up.
- - Speeding things up:
- - - Creating your application with 'EmptyProject' script:
- - - - This section needs to be clarified with more specific steps. It took me couple of minutes to figure out how to clear the "RelWithDebInfo was not found" issue given the instructions there.
- - - - While compiling, "#include <SDL.h>" is failing to find that header file. I need to dive into CMake and see why SDL2/include is being dropped from the include paths for the compiler. If anyone knows why, let me know. Otherwise I'll post/edit when I figure it out.

Thanks again for all the hard work you put into this guide. It's really helped me out.

Edit: I found the problem with the SDL2 mismatch. In OGRE.cmake, we have:
OGRE.cmake:
if( NOT IOS )
set( CMAKE_PREFIX_PATH "${OGRE_SOURCE}/Dependencies ${CMAKE_PREFIX_PATH}" )
find_package( SDL2 )
if( NOT SDL2_FOUND )
message( "Could not find SDL2. https://www.libsdl.org/" )
else()
message( STATUS "Found SDL2" )
include_directories( ${SDL2_INCLUDE_DIR} )
set( OGRE_DEPENDENCY_LIBS ${OGRE_DEPENDENCY_LIBS} ${SDL2_LIBRARY} )
endif()
endif()

I ran cmake for the empty project with --trace-output, and found the following:
/home/rduplin/OgreLJE/CMake/Dependencies/OGRE.cmake(227): find_package(SDL2 )
/usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake(3): set(prefix /usr )
/usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake(4): set(exec_prefix ${prefix} )
/usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake(5): set(libdir ${prefix}/lib/x86_64-linux-gnu )
/usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake(6): set(SDL2_PREFIX /usr )
/usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake(7): set(SDL2_EXEC_PREFIX /usr )
/usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake(8): set(SDL2_INCLUDE_DIRS ${prefix}/include/SDL2 )
/usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake(9): set(SDL2_LIBRARIES -lSDL2 )
/usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake(10): string(STRIP ${SDL2_LIBRARIES} SDL2_LIBRARIES )
/home/rduplin/OgreLJE/CMake/Dependencies/OGRE.cmake(228): if(NOT SDL2_FOUND )
/home/rduplin/OgreLJE/CMake/Dependencies/OGRE.cmake(230): else()
/home/rduplin/OgreLJE/CMake/Dependencies/OGRE.cmake(231): message(STATUS Found SDL2 )
-- Found SDL2
/home/rduplin/OgreLJE/CMake/Dependencies/OGRE.cmake(232): include_directories(${SDL2_INCLUDE_DIR} )
/home/rduplin/OgreLJE/CMake/Dependencies/OGRE.cmake(233): set(OGRE_DEPENDENCY_LIBS ${OGRE_DEPENDENCY_LIBS} ${SDL2_LIBRARY} )

I edited OGRE.cmake and change SDL2_INCLUDE_DIR to SDL2_INCLUDE_DIRS, and also SDL2_LIBRARY to SDL2_LIBRARIES. After that, I was able to build and run the empty project just fine.
0 x

hyyou
Gremlin
Posts: 154
Joined: Wed Feb 03, 2016 2:24 am
x 2

Re: Feedback wanted: Ogre 2.1 guide

Post by hyyou » Mon Jul 23, 2018 10:46 am

Today, I want to re-read the guide again but ...
both tutorial links (github) in the OP are broken.
0 x

User avatar
Zonder
Gargoyle
Posts: 1098
Joined: Mon Aug 04, 2008 7:51 pm
Location: Manchester - England
x 9

Re: Feedback wanted: Ogre 2.1 guide

Post by Zonder » Mon Jul 23, 2018 11:41 am

hyyou wrote:
Mon Jul 23, 2018 10:46 am
Today, I want to re-read the guide again but ...
both tutorial links (github) in the OP are broken.
These I think, can't remember what was on the page now :shock:

how to setup Ogre

how to start your own project that uses Ogre.
1 x
There are 10 types of people in the world: Those who understand binary, and those who don't...
My Blog - http://www.This post is suspected as SPAM! If you feel otherwise contact a moderator.

User avatar
Ybalrid
Halfling
Posts: 63
Joined: Thu Jul 10, 2014 6:52 pm
Location: France
x 18
Contact:

Re: Feedback wanted: Ogre 2.1 guide

Post by Ybalrid » Mon Jul 23, 2018 3:48 pm

Mh, it looks like somewhere along the way something in the Doxygen configuration changed.

The Doxgen for 2.1 has been rebuilt recently. And it seems theses file names where changed from CamelCase to _snake_case...
0 x
Ogre_glTF Ogre v2-1 GLTF2 loader : topic link
BtOgre21 Fork of btOgre, for Ogre v2-1 : topic link
OIS Current maintainer : Official repository
Annwvyn VR focused game engine using Ogre : https://github.com/Ybalrid/Annwvyn https://annwvyn.org/

User avatar
Zonder
Gargoyle
Posts: 1098
Joined: Mon Aug 04, 2008 7:51 pm
Location: Manchester - England
x 9

Re: Feedback wanted: Ogre 2.1 guide

Post by Zonder » Mon Jul 23, 2018 3:53 pm

Ybalrid wrote:
Mon Jul 23, 2018 3:48 pm
Mh, it looks like somewhere along the way something in the Doxygen configuration changed.

The Doxgen for 2.1 has been rebuilt recently. And it seems theses file names where changed from CamelCase to _snake_case...
Yeah looks like it :)
0 x
There are 10 types of people in the world: Those who understand binary, and those who don't...
My Blog - http://www.This post is suspected as SPAM! If you feel otherwise contact a moderator.

User avatar
Ybalrid
Halfling
Posts: 63
Joined: Thu Jul 10, 2014 6:52 pm
Location: France
x 18
Contact:

Re: Feedback wanted: Ogre 2.1 guide

Post by Ybalrid » Mon Jul 23, 2018 4:00 pm

It's probably my fault then :oops: Sorry!

I built and pull requested the documentation by doing a make `OgreDocs` like you are suppsed to do. It was more than one year old and did not have changes mades to the Hlms, and ResourceManager and probably many other APIs documented. I got frustrated, so I sent the up to date site as a PR to the gh-pages branch :wink:

Now dark_sylinc has to update his post to put the good links... ^^"
0 x
Ogre_glTF Ogre v2-1 GLTF2 loader : topic link
BtOgre21 Fork of btOgre, for Ogre v2-1 : topic link
OIS Current maintainer : Official repository
Annwvyn VR focused game engine using Ogre : https://github.com/Ybalrid/Annwvyn https://annwvyn.org/

User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 3747
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 130
Contact:

Re: Feedback wanted: Ogre 2.1 guide

Post by dark_sylinc » Mon Jul 23, 2018 6:51 pm

It appears to be a problem with newer versions of doxygen. Mine is now generating _snake_case too.

This is extremely annoying. I can modify the original post, but I'm pretty sure I wrote lots of posts and emails with this link that are now broken.

Does anyone know how to force doxygen to the old behavior?

Edit: Found a fix!!! If I set CASE_SENSE_NAMES = YES, we get the old behavior (at least when built from Linux). The old doxygen probably had a bug where it was probably ignoring this setting.
Edit 2: False alarm :( It looks like the bug was that Markdown files were not affected by the setting, but everything else was. If I change the toggle, it also changes a lot of other files as well.
0 x

User avatar
Ybalrid
Halfling
Posts: 63
Joined: Thu Jul 10, 2014 6:52 pm
Location: France
x 18
Contact:

Re: Feedback wanted: Ogre 2.1 guide

Post by Ybalrid » Tue Jul 24, 2018 8:17 am

dark_sylinc wrote:
Mon Jul 23, 2018 6:51 pm
It appears to be a problem with newer versions of doxygen. Mine is now generating _snake_case too.

This is extremely annoying. I can modify the original post, but I'm pretty sure I wrote lots of posts and emails with this link that are now broken.

Does anyone know how to force doxygen to the old behavior?

Edit: Found a fix!!! If I set CASE_SENSE_NAMES = YES, we get the old behavior (at least when built from Linux). The old doxygen probably had a bug where it was probably ignoring this setting.
Edit 2: False alarm :( It looks like the bug was that Markdown files were not affected by the setting, but everything else was. If I change the toggle, it also changes a lot of other files as well.
There's still the solution to create a symlink. Then GitHub Pages should display the file instead of 404ing

Edit: Well, I'm going to create a PR for that, hold on...
Edit 2: This is for Pavel or Matias, whoever can merge this :wink: : https://github.com/OGRECave/ogre/pull/824
0 x
Ogre_glTF Ogre v2-1 GLTF2 loader : topic link
BtOgre21 Fork of btOgre, for Ogre v2-1 : topic link
OIS Current maintainer : Official repository
Annwvyn VR focused game engine using Ogre : https://github.com/Ybalrid/Annwvyn https://annwvyn.org/

User avatar
Ybalrid
Halfling
Posts: 63
Joined: Thu Jul 10, 2014 6:52 pm
Location: France
x 18
Contact:

Re: Feedback wanted: Ogre 2.1 guide

Post by Ybalrid » Tue Jul 24, 2018 10:26 am

Sorry for the double post, but it looks like Pavel ins't going to accept that ^^"

https://github.com/OGRECave/ogre/pull/8 ... -407337507
0 x
Ogre_glTF Ogre v2-1 GLTF2 loader : topic link
BtOgre21 Fork of btOgre, for Ogre v2-1 : topic link
OIS Current maintainer : Official repository
Annwvyn VR focused game engine using Ogre : https://github.com/Ybalrid/Annwvyn https://annwvyn.org/

Post Reply