[SoC 2009 - Accepted] Unified Samples Framework & Browser

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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by spacegaier »

But that is still not a key feature of Ogre. The samples / demos should show the most important things you can do with Ogre and an orthographic camera system is definelty none of those. Such a camera system could be used inside another demo that shows one of the central points of Ogre as a minor feature (see omniter's last post).
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

I strongly object to that! :)
Why is an orthographic camera system not a feature worthy of a demo?
Likewise for the chase camera.

In my opinion, I'd rather see a demo featuring 2.5D using an orthographic camera, than a skydome demo, a particle demo, ...
Same about the chase camera demo.
Chase camera could be using an animation track..
omniter wrote:Exactly. So adding orthographic "support" or chase cam "support" to the browser doesn't really make much sense. Adding an orthographic sample might make sense, to demonstrate the engine's ability to render 2D graphics, but chase cam should at most only be featured in a sample about something else.
It makes sense because that's what a lot of Ogre users are interested in.

Don't make the mistake of deciding what kinds of features people ought to be interested in. :)

However, you might change your mind if someone decided to contribute a sample or two..
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by DanielSefton »

If it demonstrates a specific feature of Ogre, then that's all good.

However, a spring chase camera is not an Ogre feature. Fair enough if it's in combination with something else or uses animation tracks. A 2.5D ortho sample would be ok since it's a part of Ogre.

The samples could get cluttered very quickly if we start adding game-specific stuff. There's a million possible samples for common game dev hurdles aside from chase cameras.

I see what you are saying that more people want interesting practical examples, but Ogre isn't a game engine, it draws stuff on the screen. If they want game samples NeoAxis is down the road.
Don't make the mistake of deciding what kinds of features people ought to be interested in.
You can't assume what people are interested in either. It's not about what people are interested in, it's about showing what Ogre can do.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

A spring-based camera is game specific?
Come on .. :)
A good camera system is a core feature of any Ogre application.
I vote for a more advanced camera sample.
It's a central feature of Ogre. It deserves a place in the spotlight. :wink:
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by boyamer »

Agree with jacmoe,why don't have orhographic camera and chase system if we can?
Good camera system would tell anybode who uses Ogre that it can be fitted in any needs,of course for us who had used Ogre for years its an easy task,but think about beginers,if they have good camera system,that +1 point for ogre!So omniter,would be nice more camera features!
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by Azgur »

boyamer wrote:Agree with jacmoe,why don't have orhographic camera and chase system if we can?
Good camera system would tell anybode who uses Ogre that it can be fitted in any needs,of course for us who had used Ogre for years its an easy task,but think about beginers,if they have good camera system,that +1 point for ogre!So omniter,would be nice more camera features!
Please do note, omniter's project was a sample browser framework and viewer. This did include the conversion of samples, but not the creation of samples. We're already really lucky he's patching up the current samples and enhancing them.
Additionally, an ortho camera is supported by Ogre, you just have to make use of it.
A chase camera is also fairly trivial to create and several examples of this have been posted on the forums.
But if you really consider these 2 features as a valuable addition to Ogre's current set of samples, why don't you create it? :)
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by Vectrex »

Really, those sort of features like chasecam should be in an 'Ogre toolbox' pack of useful, generic classes. Basically a repo of handy, complete, but small classes that can be used for app specific tasks. It'd be nicer than the current wiki, copy/paste situation.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by boyamer »

Would be greate if you can add ComboBox,ListBox,TreeView or maybe create a guide on how to create a custom Widget.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

No, boyamer: that would never, ever happen.
It's not a GUI. Find a GUI. :wink:
It's a tray system specifically for the demos - capice?
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by boyamer »

Capito(Understand),but i want to use those trays into my project! They look nice! :)
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by Shadow007 »

Boyamer, I think you'd better read a few posts from this thread from end of page 3 to around page 5... There was a complete discussion about exactly this point, which I think explains why the Ogre Team will NOT approve of any official extension of the Samples GUI.

The beauty of Open Source is that you can make your own branch and dissociate the trays from the Samples SDK to add your own expansions, but I think Omniter will not do so ...
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by boyamer »

Well,i only asked a guide/tutorial on how to create a custom widget,its that too much? after that myabe i'll try to create my own widgets(TreeView,ListView) and so!
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by DanielSefton »

Like Shadow007 said, "the Ogre Team will NOT approve of any official extension of the Samples GUI" - so providing a tutorial on how to create a custom widget would go entirely against that. But the code is self-explanatory, it's all there and you can use it how you like.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by Kojack »

The original ogre camera track demo was pretty handy, but more so for the use of manually created spline animation tracks.
A camera demo could be interesting. It could show not just ortho (which is incredibly simple to do) or chase cam, but stuff like camera tracks, cavalier projection (like ultima 7, requires a custom camera matrix), fov and aspect changes, angle limits, multiple cameras with render to texture (in game objects like tv screens showing live camera views), etc. Although I'm not saying it should be done for this framework, but it would be interesting at some point (might even do it myself if I get time).
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Hey guys.

Sorry about the lack of updates. :D Getting ready for school. The loading bar is done. It's a "singleton widget" just like the logo and stats panel. Just call mTrayMgr->showLoadingBar(); before you load resources. When you're done, call mTrayMgr->hideLoadingBar(); You might also want to hide/unhide the cursor. I've also started on a beginner's guide to the samples framework.

Sorry boyamer. :( There will be no extension for the widgets, nor any guide on how to create your own. If you want to create your own widgets, you can just go through SdkTrays.h and study it. To tell you the truth, the system isn't really made for customization/expansion and I wouldn't recommend using it for anything but samples. Like you said, they look nice, but that is entirely aesthetic. You're welcome to use the textures however you want (maybe not the OGRE logo though).

I don't really have an opinion on the camera demo though. :|
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by KungFooMasta »

As far as camera functionality goes, I know lots of people always have questions on how to center a camera to focus on a particular unit, particularly for editor type previewing. Just thought I'd throw this idea out there, I'm sure somebody will come and tell me the code is already available. (at least one solution was posted by me at some point :lol: )
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by jacmoe »

boyamer wrote:Well,i only asked a guide/tutorial on how to create a custom widget,its that too much? after that myabe i'll try to create my own widgets(TreeView,ListView) and so!
What a waste of time :o
Use MyGUI, CEGUI, QuickGUI, any-GUI - you won't be wasting your time with GUI libraries. :)
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by sinbad »

Now I'm back I just wanted to congratulate omniter for all his great work over the summer, and being part of what I think was our best GSoC year so far. Hope you enjoyed it! School permitting, I hope we'll be seeing more of you in the future!
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Thanks, sinbad! I totally enjoyed it, and I'll definitely be around. :) Working on tutorials and the character model now.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by trnrez »

I am trying to use "SelectMenu"s in the a dialog similar to the showYesNoDialog(...) but they are rendering under other "SelectMenu"s. It seems you fixed this by have the setExpandedMenu(...) function place the menu in the priority layer. But whenever I tell it to use setExpandedMenu(...) it places the expanded menu overlay in the top right no matter what values I give it for position. Can you give me a bit of advice on how to correct this?

Code: Select all

void SdkTrayManager::showSelectLodgeDialog(const Ogre::DisplayString &caption)
{
  Ogre::OverlayElement* e;

    mDialogShade->show();

    Ogre::StringVector states;
    Ogre::StringVector resorts;

    // Generate states string list
    ...

    _stateMenu = new SelectMenu("selectionMenu/stateMenu", "State:", 300, 225, 5);
    _stateMenu->setItems(states);

    // Generate lodge string list
    ...

    _resortMenu = new SelectMenu("selectionMenu/resortMenu", "Resort:", 300, 225, 5);
    _resortMenu->setItems(resorts);

    e = _stateMenu->getOverlayElement();
    mDialogShade->addChild(e);
    e->setVerticalAlignment(Ogre::GVA_CENTER);
    e->setLeft(-(e->getWidth() / 2));
    e->setTop(-(e->getHeight() / 2));

    e = _resortMenu->getOverlayElement();
    mDialogShade->addChild(e);
    e->setVerticalAlignment(Ogre::GVA_CENTER);
    e->setLeft(-(e->getWidth() / 2));
    e->setTop(_stateMenu->getOverlayElement()->getTop() + _stateMenu->getOverlayElement()->getHeight() + 5);

    _lodgeDialog = true; // A global bool telling the system that we are showing a lodge selection dialog box.
}
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

Hey trnrez, if you're still having that problem, could you show me a screenshot of the problem, and maybe paste all your code? Thanks. :)
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by trnrez »

I found a work around that works for me but may make uses not specific like mine crash and burn with a fiery demise :). Attached are the two screenshots of what is going on with the dialog.

Full showSelectLodgeDialog(...)

Code: Select all

void SdkTrayManager::showSelectLodgeDialog(const Ogre::DisplayString &caption)
{
  Ogre::OverlayElement* e;

  mDialogShade->show();

  Ogre::StringVector states;
  Ogre::StringVector resorts;

  QDir stateDir("../media/lodge_configs");

  QStringList stateDirList = stateDir.entryList(QDir::Dirs);

  Ogre::OverlayManager& om = Ogre::OverlayManager::getSingleton();

  _selectBG = (Ogre::OverlayContainer*)om.createOverlayElementFromTemplate("SdkTrays/Tray", "BorderPanel", "selectionMenu/background");

  mDialogShade->addChild(_selectBG);

  _selectBG->setVerticalAlignment(Ogre::GVA_CENTER);
  _selectBG->setHorizontalAlignment(Ogre::GHA_CENTER);

  _selectLabel = new Label("selectionMenu/Label", "Resort Selection", 300);
  e = _selectLabel->getOverlayElement();
  mDialogShade->addChild(e);
  e->setVerticalAlignment(Ogre::GVA_CENTER);
  e->setLeft(-(e->getWidth() / 2));
  e->setTop(-(167 / 2));

  states.push_back("Colorado");
  states.push_back("New York");
  resorts.push_back("Arapahoe Basin");

  _stateMenu = new SelectMenu("selectionMenu/stateMenu", "State:", 300, 225, 5);
  _stateMenu->setItems(states);
  _stateMenu->_assignListener(this);

  _resortMenu = new SelectMenu("selectionMenu/resortMenu", "Resort:", 300, 225, 5);
  _resortMenu->setItems(resorts);

  _acceptButton = new Button("selectionMenu/acceptButton", "Accept", 100);
  _rejectButton = new Button("selectionMenu/rejectButton", "Reject", 100);

  e = _stateMenu->getOverlayElement();
  mDialogShade->addChild(e);
  e->setVerticalAlignment(Ogre::GVA_CENTER);
  e->setLeft(-(e->getWidth() / 2));
  e->setTop(_selectLabel->getOverlayElement()->getTop() + _selectLabel->getOverlayElement()->getHeight() + 5);

  e = _resortMenu->getOverlayElement();
  mDialogShade->addChild(e);
  e->setVerticalAlignment(Ogre::GVA_CENTER);
  e->setLeft(-(e->getWidth() / 2));
  e->setTop(_stateMenu->getOverlayElement()->getTop() + _stateMenu->getOverlayElement()->getHeight() + 5);

  e = _acceptButton->getOverlayElement();
  _acceptButton->_assignListener(this);
  mDialogShade->addChild(e);
  e->setVerticalAlignment(Ogre::GVA_CENTER);
  e->setLeft(-(e->getWidth() + 2));
  e->setTop(_resortMenu->getOverlayElement()->getTop() + _resortMenu->getOverlayElement()->getHeight() + 5);

  e = _rejectButton->getOverlayElement();
  _rejectButton->_assignListener(this);
  mDialogShade->addChild(e);
  e->setVerticalAlignment(Ogre::GVA_CENTER);
  e->setLeft(3);
  e->setTop(_resortMenu->getOverlayElement()->getTop() + _resortMenu->getOverlayElement()->getHeight() + 5);

  _selectBG->setWidth(320);
  _selectBG->setHeight(_selectLabel->getOverlayElement()->getHeight() +
                        _stateMenu->getOverlayElement()->getHeight() +
                        _resortMenu->getOverlayElement()->getHeight() +
                        _acceptButton->getOverlayElement()->getHeight() + 35);

  _selectBG->setPosition(_selectLabel->getOverlayElement()->getLeft() - 10, _selectLabel->getOverlayElement()->getTop() - 10);

  _lodgeDialog = true;
}
This is the modified setExpandedMenu(...) code I used to correct the positioning.

Code: Select all

void SdkTrayManager::setExpandedMenu(SelectMenu* m)
{
	if (!mExpandedMenu && m)
	{
		Ogre::OverlayContainer* c = (Ogre::OverlayContainer*)m->getOverlayElement();
		Ogre::OverlayContainer* eb = (Ogre::OverlayContainer*)c->getChild(m->getName() + "/MenuExpandedBox");
    Ogre::OverlayContainer* smallBoxCont = (Ogre::OverlayContainer*)c->getChild(m->getName() + "/MenuSmallBox");
    eb->_update();
    eb->setVerticalAlignment(Ogre::GVA_CENTER);
    eb->setHorizontalAlignment(Ogre::GHA_CENTER);
    eb->setPosition(c->getLeft() + smallBoxCont->getLeft(), c->getTop() + smallBoxCont->getTop());
		c->removeChild(eb->getName());
    mPriorityLayer->add2D(eb);
	}
	else if(mExpandedMenu && !m)
	{
		Ogre::OverlayContainer* eb = mPriorityLayer->getChild(mExpandedMenu->getName() + "/MenuExpandedBox");
		mPriorityLayer->remove2D(eb);
		((Ogre::OverlayContainer*)mExpandedMenu->getOverlayElement())->addChild(eb);
	}

	mExpandedMenu = m;
}
I commented out the two lines mExpandedBox->setLeft(...) and mExpandedBox->setTop(...) from the SelectMenus's _cursorPressed(...) function.

Code: Select all

void _cursorPressed(const Ogre::Vector2& cursorPos)
		{
			Ogre::OverlayManager& om = Ogre::OverlayManager::getSingleton();

			if (mExpanded)
			{
				if (mScrollHandle->isVisible())   // check for scrolling
				{
					Ogre::Vector2 co = Widget::cursorOffset(mScrollHandle, cursorPos);

					if (co.squaredLength() <= 81)
					{
						mDragging = true;
						mDragOffset = co.y;
						return;
					}
					else if (Widget::isCursorOver(mScrollTrack, cursorPos))
					{
						Ogre::Real newTop = mScrollHandle->getTop() + co.y;
						Ogre::Real lowerBoundary = mScrollTrack->getHeight() - mScrollHandle->getHeight();
						mScrollHandle->setTop(Ogre::Math::Clamp<int>(newTop, 0, lowerBoundary));

						Ogre::Real scrollPercentage = Ogre::Math::Clamp<Ogre::Real>(newTop / lowerBoundary, 0, 1);
						setDisplayIndex(scrollPercentage * (mItems.size() - mItemElements.size()) + 0.5);
						return;
					}
				}

				if (!isCursorOver(mExpandedBox, cursorPos, 3)) retract();
				else
				{
					Ogre::Real l = mItemElements.front()->_getDerivedLeft() * om.getViewportWidth() + 5;
					Ogre::Real t = mItemElements.front()->_getDerivedTop() * om.getViewportHeight() + 5;
					Ogre::Real r = l + mItemElements.back()->getWidth() - 10;
					Ogre::Real b = mItemElements.back()->_getDerivedTop() * om.getViewportHeight() +
						mItemElements.back()->getHeight() - 5;

					if (cursorPos.x >= l && cursorPos.x <= r && cursorPos.y >= t && cursorPos.y <= b)
					{
						if (mHighlightIndex != mSelectionIndex) selectItem(mHighlightIndex);
						retract();
					}
				}
			}
			else
			{
				if (mItems.size() < 2) return;   // don't waste time showing a menu if there's no choice

				if (isCursorOver(mSmallBox, cursorPos, 4))
				{
					mExpandedBox->show();
					mSmallBox->hide();

					// calculate how much vertical space we need
					Ogre::Real idealHeight = mItemsShown * (mSmallBox->getHeight() - 8) + 20;
					mExpandedBox->setHeight(idealHeight);
					mScrollTrack->setHeight(mExpandedBox->getHeight() - 20);

          Ogre::Real val = mSmallBox->getLeft() - 4;
					  //mExpandedBox->setLeft(mSmallBox->getLeft() - 4);

					// if the expanded menu goes down off the screen, make it go up instead
					if (mSmallBox->_getDerivedTop() * om.getViewportHeight() + idealHeight > om.getViewportHeight())
					{
						mExpandedBox->setTop(mSmallBox->getTop() + mSmallBox->getHeight() - idealHeight + 3);
						// if we're in thick style, hide the caption because it will interfere with the expanded menu
						if (mTextArea->getHorizontalAlignment() == Ogre::GHA_CENTER) mTextArea->hide();
					}
            //mExpandedBox->setTop(mSmallBox->getTop() + 3);

					mExpanded = true;
					mHighlightIndex = mSelectionIndex;
					setDisplayIndex(mHighlightIndex);

					if (mItemsShown < mItems.size())  // update scrollbar position
					{
						mScrollHandle->show();
						Ogre::Real lowerBoundary = mScrollTrack->getHeight() - mScrollHandle->getHeight();
						mScrollHandle->setTop((int)(mDisplayIndex * lowerBoundary / (mItems.size() - mItemElements.size())));
					}
					else mScrollHandle->hide();
				}
			}
		}
I am sure this is only a fix for my single case but that is how I worked around it. If you need more info or more explanation please let me know.

Thanks!
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by omniter »

This probably has to do with the way that _getDerivedLeft and _getDerivedTop works. I'm glad you figured out a work around though. It's a shame I can't test it out right now. Somebody broke the branch and I can't compile it. :?
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by sinbad »

omniter wrote:Somebody broke the branch and I can't compile it. :?
There was a minor Windows compile error which sneaked in with masterfalcon's Mac/iPhone fixes, I've fixed that. It's working fine for me.

You'll have to use CMake now though. We've been getting the branch ready for merging, and everything has to be done via CMake to support all our compilers / platforms. We let you do it manually for the GSoC to save wasting time, since you weren't up to speed with CMake, but it couldn't stay like that for the merge. We're standardising the build system in the branch so it can be tested on everything before putting it back into trunk.
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Re: [SoC 2009 - Accepted] Unified Samples Framework & Browser

Post by masterfalcon »

sinbad wrote:
omniter wrote:Somebody broke the branch and I can't compile it. :?
There was a minor Windows compile error which sneaked in with masterfalcon's Mac/iPhone fixes, I've fixed that. It's working fine for me.
Sorry about that. :oops:
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