Ogre AppWizards 1.8.0

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Re: Ogre AppWizards 1.7.0

Post by mkultra333 » Sun Mar 21, 2010 12:03 pm

On a more positive note, it seems to be working now, so thanks. :)

(I went over to the wiki article and was going to update it for you, but found that editing isn't allowed.)
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Re: Ogre AppWizards 1.7.0

Post by mkultra333 » Thu Mar 25, 2010 6:58 am

Hey Jacmoe, I hope you don't mind, I realized I can log into the wiki with my Ogre password so I modified the page a little, I just added a small note under the Wizard Install section. It says the following
* Note for using the 1.7 Wizard on Windows

The wizard installer is now an .exe, so just run that, there is no .js file to run. By default it installs to the "Program Files" folder, which is fine, it doesn't need to go in the Ogre directory.

Make sure your OGRE_HOME system variable is set correctly before installing.

If you have past versions of the wizard you'll need to remove the old version first. If it didn't come with an uninstaller, you'll need to do it manually, it's quite easy. In the Visual Studio directory you'll find three old files from the old wizard, something like OgreAppWizard90.ico, OgreAppWizard90.vsdir and OgreAppWizard90.vsz, though the name might be slightly different. Delete those three files, and then you can install the new wizard without problems.

Remember you only need to do this manual uninstall if the old wizard had no uninstaller. The new wizard does have an uninstaller, so just use that if it's there and you need to remove this new wizard.
If that's incorrect or you think it shouldn't be there, I'll remove it if you like.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Thu Mar 25, 2010 7:54 am

Thanks. :)
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Re: Ogre AppWizards 1.7.0

Post by Danimal » Sun Apr 18, 2010 5:29 pm

After formating my PC and getting the new Ogre version i though i wasnt gonna be able to put it to work again. Thanks for this help to noobs/lazies.
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Re: Ogre AppWizards 1.7.0

Post by hyperwired » Mon Apr 19, 2010 12:41 am

Ogre_VC9_AppWizard_1.7.0_3 does not write debugging settings (e.g. working directory/executable) for Release configuration, Instead, it rewrites these settings to Debug config in the release section since debugSettings var is not refreshed for the new config var(line ~158).

Code: Select all

--- C:/Program Files (x86)/Ogre VC9 AppWizard/Scripts/1033/default.js.old	Sun Mar 14 07:36:38 2010
+++ C:/Program Files (x86)/Ogre VC9 AppWizard/Scripts/1033/default.js	Sat Apr 17 11:57:39 2010
@@ -156,6 +156,8 @@
 	config.OutputDirectory = 'bin\\$(ConfigurationName)';
 	config.CharacterSet = charSetMBCS;
 	
+    debugSettings = config.DebugSettings; // refresh for release conf
+    
 	if(bPostbuildCopy)
 	{
 		debugSettings.WorkingDirectory = strOgreMainDir + "\\Bin\\$(ConfigurationName)";
Btw first post :)
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Mon Apr 19, 2010 9:33 am

Thanks a lot!
It's been committed to the repository. :)
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Re: Ogre AppWizards 1.7.0

Post by Danimal » Wed Apr 21, 2010 1:27 pm

Just a question from a novice, but could the above be what causes the ogre project not to run and stop with a ogremain.dll not found in release mode?
Its funny, because when i go to ogresdk folder/bin/release , the very same exe is compiled and runs fine.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Wed Apr 21, 2010 4:41 pm

It could be.
To be honest, I haven't really been running the executable from the IDE in release mode. :)
But, if you've installed the wizard, you can just grab the updated script and replace the old one with it.
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Re: Ogre AppWizards 1.7.0

Post by hyperwired » Thu Apr 22, 2010 12:59 am

Danimal wrote:Just a question from a novice, but could the above be what causes the ogre project not to run and stop with a ogremain.dll not found in release mode?
Its funny, because when i go to ogresdk folder/bin/release , the very same exe is compiled and runs fine.
This is exactly what the above patch fixes; it allows you to run the release exe from within Visual Studio.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Thu Apr 22, 2010 1:00 am

Once I fix the installer to overwrite the existing wizard files, I'll release updated wizards. :)
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Thu Apr 22, 2010 5:34 pm

Wizards has been updated. See first post ^ :wink:

This includes the overwrite if newer issue - the wizard is not shy any more: it will overwrite any existing wizard files.
And the fix for debug settings for release is in, thanks to Hyperwired. :)
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Re: Ogre AppWizards 1.7.0

Post by iuridosanjos » Sat Apr 24, 2010 6:15 pm

Hi.
I'm new here and in OGRE too.

I was trying to install and use the application wizard.
I did all the things that I'm supposed to do, but without sucess.
I can't create a project (message: "project creation failed").

Maybe it happens 'cause I'm using V10 instead of V9 or V8 and trying to use the V9 (non express) version of the application wizard.
Is this a problem?
And if it is, there is a version for V10?
If don't, can I do something to make V9 version work on V10?

Thanks.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Sat Apr 24, 2010 6:52 pm

Like I said in my PM to you:
Probably in a week or two, provided that there'll be a precompiled Ogre SDK for vc10.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Tue Apr 27, 2010 12:09 am

I am happy to announce the availability of the VC10 Ogre AppWizards! :)

Here's the links:
Ogre AppWizard 1.7.0 for Visual C++ 2010 Express (VC10)
Ogre AppWizard 1.7.0 for Visual C++ 2010 (VC10)

The first post has been updated.
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Re: Ogre AppWizards 1.7.0

Post by AWM Mars » Tue Apr 27, 2010 1:12 pm

Damn, that seems a lot of work :o

This type of collaboration makes Opensource what it is... despite the occasional throwing of things out of the pram :lol:

The talent here is unquestionable, but there clearly is a layer missing
[Quote] About the wiki:
Why should I update it? I can't be bothered to right now.
[EndQuote]

Fine crafted code bringing lots of usefulness to other equally talented coders. Somewhere along the way, expectations were missed because instructions were seen as a task that is not desireable. Writing code is a very formal affair, with that level of discipline, how come very few can write structured instructions? It surely isn't laziness, afterall you spend a mega amount of your own time, crafting code for free.
Perhaps you need to spare some of that time, remembering what it was like when you first started out, when you would ask all sorts of questions, and were probably told.... 'Go look at the instructions'. There is a paradox for you.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Tue Apr 27, 2010 8:21 pm

Don't worry, AWM Mars. :wink:
I am spearheading the new wiki which will provide much better documentation.
So there's nothing to worry about.
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Re: Ogre AppWizards 1.7.0

Post by Danimal » Wed Apr 28, 2010 2:16 pm

Good day, first of all, thanks for this APP Wizard Jacmoe, without it i guess i would still be trying to figure how to run ogre without using Exampleapplication(cursed it be!! :evil: ).

Due to my inexperience i bumped into a wall while trying to do something, its just make an ogre head move into a hovering like way. the code is awfully simple;

Code: Select all

        int X = 3000;
	int Y= 1200;
	int Z = 1500;
	arriba = false;

	Ogre::SceneNode* Node = mSceneMgr->getSceneNode("headNode");

	if ( Y > 800 && arriba == false ) 
		{
		Y--;
		Node->setPosition(X, Y, Z);
		}
		else if ( Y <= 800 )
		{
			Y++;
			arriba= true;
			Node->setPosition(X, Y, Z);
		}
			if (Y >= 1200)
				{
				arriba = false;
				}
But now im completly lost, wich function in your pre-build code could be considered as the "Main", so this is done once per frame and then updated?
Sorry for the question, but i would appreciate your help.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Wed Apr 28, 2010 2:43 pm

Alright.
In BaseApplication, we have this function:

Code: Select all

	virtual bool frameRenderingQueued(const Ogre::FrameEvent& evt);
It's virtual, so you can do one of two things:
Use it directly, or override it in the derived class.
In our case that would be the OgreApp (or whatever) class.

So, in WhatEver class' header, put this:

Code: Select all

	virtual bool frameRenderingQueued(const Ogre::FrameEvent& evt);
And this goes in the implementation file:

Code: Select all

//-------------------------------------------------------------------------------------
bool OgreApp4::frameRenderingQueued(const Ogre::FrameEvent& evt)
{
    ret = BaseApplication::frameRenderingQueued(evt);

    // your code here

    return ret;
}
HTH

There's going to be tutorials in the new wiki dealing with this issue. :)
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Re: Ogre AppWizards 1.7.0

Post by Danimal » Wed Apr 28, 2010 3:38 pm

I see, just some more questions, which kind must be RET declared as?(receiving error of no declarated identifier) and, if we do this, will frameRenderingQueued be working? (i take we are inserting orders in the original, rather than ignoring it)
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Wed Apr 28, 2010 3:46 pm

Bleh - it's bool. :)
Sorry about that.

So, it's 'bool ret = etcetera'..

What the code does is call the base class first, and then yours.
So BaseApplication::frameRenderingQueued will be run, and then your code.
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Re: Ogre AppWizards 1.7.0

Post by iuridosanjos » Sun May 02, 2010 4:16 pm

Jacmoe, I'm really thankfull for your help (read your pm).
But still, I got no success. I had already tried that steps you said, but I can't build it.

I installed SDK v10 without any problems (I guess).
When I was to install Ogre AppWizard, I found that OGRE_HOME was NOT set in my system variables.
Is that a problem? I just created an variable myself called OGRE_HOME with the exactly fouder of ogre (E:\OgreSDK).
Doing that I guessed that would all work, but when I create a project it don't recognize Ogre API. Everything that uses Ogre in the project cannot be found.
All includes of Ogre can't find the files. In fact, I don't know if the AppWizard was supposed to add the link for the dll in ogre or if they copy the files.

Do you know what I did wrong?
Do I have to manually add some dll?

Thanks.
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Re: Ogre AppWizards 1.7.0

Post by iuridosanjos » Sun May 02, 2010 4:34 pm

Yeah!
I did it!

I was reading the site jacmoe told me: http://test.ogitor.org/tiki/tiki-index. ... e+Ogre+SDK
And I found a link to that: http://test.ogitor.org/tiki/Setting+Up+ ... evelopment

One of the settings was not set there.
Specifically was the "Additional Library Directories".
When I set it, the compilation succedded. =)

Thanks.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Sun May 02, 2010 4:43 pm

iuridosanjos wrote:One of the settings was not set there.
Specifically was the "Additional Library Directories".
When I set it, the compilation succedded. =)
Additional Library Directories is indeed covered by the guide.
And it's set by the AppWizard automatically.
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Re: Ogre AppWizards 1.7.0

Post by iuridosanjos » Sun May 02, 2010 5:27 pm

jacmoe wrote:
iuridosanjos wrote:One of the settings was not set there.
Specifically was the "Additional Library Directories".
When I set it, the compilation succedded. =)
Additional Library Directories is indeed covered by the guide.
And it's set by the AppWizard automatically.
It's supposed to be, but in mine it wasn't automatic. =(
Don't know the reason (maybe i did something wrong), but I have to configure it manually in every project I create from the AppWizard.
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Re: Ogre AppWizards 1.7.0

Post by jacmoe » Sun May 02, 2010 5:29 pm

Which version of it?
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