Feedback wanted: Ogre 2.1 guide

Design / architecture / roadmap discussions related to future of Ogre3D (version 2.0 and above)
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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.
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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.
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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.
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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.
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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. ;)

- 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:
if( NOT IOS )
find_package( SDL2 )
message( "Could not find SDL2." )
message( STATUS "Found SDL2" )
include_directories( ${SDL2_INCLUDE_DIR} )

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.
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