Rhynedahll wrote:So, I've banged away for a while at integrating the Sinbad Character Controller code from the sample into AOF. I've managed to do the simple things like pop the Sinbad character into the scene, but I have not made much progress in changing the AOF camera controller to the character camera controller.
Hopefully, one of you might have the time to offer some suggestions. I'm sure it's something simple that I am missing. (I learned to program in another language, so C++ syntax makes my head want to explode.)
My current problem is trying to add this line (commented out) in gamestate.cpp:
Code: Select all
void GameState::update(double timeSinceLastFrame) { //mChara->addTime(timeSinceLastFrame); [/quote] Hi, I also have problem with that line last night. When I commented it out, the sinbad shows, but if I uncomment, there is only orange screen (which the color of viewport background). Apparently it because of the inconsistency of timeSinceLastFrame definition. For updating animation, timeSinceLastFrame should be in second, while AOF define it in milisecond. Hence, by dividing it out by a thousand the animation works perfectly. But I think your error not on the animation but on the instantiation of SinbadCharacterController. Maybe you can take a look at my code here: https://github.com/dieend/Advanced/blob/a4791ae63560eca7ae853c6b58a54d0010e1a695/SinbadState.cpp It looks complicated because I copied almost everything from SdkSample.h and CharacterSample.h. But you can concentrate on enter() and createScene() method. NB: @spacegaier sorry to fork your repo in github and in git. I have trouble setting up hg repo (well, it my first using hg) and give up because when converting the project to VS2010 the repo like messed up.
New wiki article: Advanced Ogre Framework
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dieend
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Re: New wiki article: Advanced Ogre Framework
-
Zammalad
- Gnoblar
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Re: New wiki article: Advanced Ogre Framework
Hi,
Has anyone managed to get this working in XCode? I have been trying solid for 3 days with little success.
OSX 10.8.4
XCode 4.6.2
I have the Ogre 1.9.0 RC1 and equivalent Dependencies.
I started off by using the existing XCode template although it had to be the 1.8.0 version as I couldn't seem to find one released yet for 1.9.0. I tweaked usual settings (Framework search, Header path, Library path etc).
Upon building I am getting around 48 linker errors of type Undefined symbols for architecture x86_64. If required I can put a copy of these up on PasteBin and link it here.
I seem to be finding any sort of development using Ogre on the Mac very difficult. I'm sure others must get on OK.
Has anyone managed to get this working in XCode? I have been trying solid for 3 days with little success.
OSX 10.8.4
XCode 4.6.2
I have the Ogre 1.9.0 RC1 and equivalent Dependencies.
I started off by using the existing XCode template although it had to be the 1.8.0 version as I couldn't seem to find one released yet for 1.9.0. I tweaked usual settings (Framework search, Header path, Library path etc).
Upon building I am getting around 48 linker errors of type Undefined symbols for architecture x86_64. If required I can put a copy of these up on PasteBin and link it here.
I seem to be finding any sort of development using Ogre on the Mac very difficult. I'm sure others must get on OK.
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masterfalcon
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Re: New wiki article: Advanced Ogre Framework
Yeah. The actual errors would be really helpful
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Zammalad
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masterfalcon
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Re: New wiki article: Advanced Ogre Framework
I think there may be 3 errors there.
1. Looks like it may be linking with libc++ and you are using dependencies compiled with libstdc++. Or vice versa.
2. You need to make sure to link with OIS
3. Sounds like you may be using some bits of terrain so you'll also need to link to the terrain component framework.
1. Looks like it may be linking with libc++ and you are using dependencies compiled with libstdc++. Or vice versa.
2. You need to make sure to link with OIS
3. Sounds like you may be using some bits of terrain so you'll also need to link to the terrain component framework.
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Zammalad
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Re: New wiki article: Advanced Ogre Framework
Hi,
I'm compiling just the DemoApp which comes as part of the Advanced Ogre Framework. I'm fairly new to XCode but I can see in the Other Linker Flags it has -lOIS which I'm assuming is what you meant by point 2.
I added terrain framework to the project from the OgreSDK and this lowered the error count to 36 ie the errors relating to Ogre::Terrain* have gone.
All the rest appear to relate to OIS directly e.g
or a more generic C++ sounding error e.g
The compiler setting in XCode is set to Apple LLVM compiler 4.2 which is the default.
I'm compiling just the DemoApp which comes as part of the Advanced Ogre Framework. I'm fairly new to XCode but I can see in the Other Linker Flags it has -lOIS which I'm assuming is what you meant by point 2.
I added terrain framework to the project from the OgreSDK and this lowered the error count to 36 ie the errors relating to Ogre::Terrain* have gone.
All the rest appear to relate to OIS directly e.g
Code: Select all
Undefined symbols for architecture x86_64:
"OIS::InputManager::createInputObject(OIS::Type, bool, std::string const&)", referenced from:
OgreFramework::initOgre(std::string, OIS::KeyListener*, OIS::MouseListener*) in AdvancedOgreFramework.oCode: Select all
"std::__1::__basic_string_common<true>::__throw_length_error() const", referenced from:
std::__1::basic_stringbuf<char, std::__1::char_traits<char>, std::__1::allocator<char> >::str() const in libOIS.a(OISInputManager.o)-
Zammalad
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Re: New wiki article: Advanced Ogre Framework
After a week of trying with no success I am giving up on this. No idea what is going wrong.
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
Were you able to run any other Ogre3D application, so are those issues specific to my framework?
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Zammalad
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Re: New wiki article: Advanced Ogre Framework
Hi,
Yes I could get the basic demo working ie creating a new project in XCode using the template then ensuring the SDK path is set etc.
Yes I could get the basic demo working ie creating a new project in XCode using the template then ensuring the SDK path is set etc.
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Zammalad
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Re: New wiki article: Advanced Ogre Framework
I started from scratch using the 1.8 SDK and this time using the 1.8 branch of Advanced Ogre Framework. With various tweaks and fiddling I was able to get to the start screen and it would launch but it would not accept any input (mouse or keyboard) and the text from the top of the screen which should say 'MenuState' was missing. There seemed to be a lot of complaints in the output similar to:
Code: Select all
ogre Parsing script Examples.material Compiler error: reference to a non existing object in Examples.material(253)-
spacegaier
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Re: New wiki article: Advanced Ogre Framework
I think you can remove Examples.material. It is not needed...no idea how that slipped in.
'MenuState' label: That is an OgreBites issue, that I think was fixed in Ogre 1.9. I think there are some workarounds floating around in the forum.
Input: Works fine for me, but then again I am not on Mac. I assume that the application has the input focus when you tried it? I am using standard OIS, so it should be fine.
'MenuState' label: That is an OgreBites issue, that I think was fixed in Ogre 1.9. I think there are some workarounds floating around in the forum.
Input: Works fine for me, but then again I am not on Mac. I assume that the application has the input focus when you tried it? I am using standard OIS, so it should be fine.
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inform880
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Re: New wiki article: Advanced Ogre Framework
I am trying to run this out of the box, and I am getting a lot errors:
I am running VS 2010.
I'm guessing its a linking error or something.
Anything?
EDIT:
I'm an idiot. I downloaded the wrong AOF version. I get so confused sometimes...
Code: Select all
1>------ Build started: Project: AdvancedOgreFramework, Configuration: Debug Win32 ------
1> AdvancedOgreFramework.cpp
1> AppStateManager.cpp
1> DemoApp.cpp
1> GameState.cpp
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2039: 'OverlaySystem' : is not a member of 'Ogre'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2143: syntax error : missing ';' before '*'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1> main.cpp
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2039: 'OverlaySystem' : is not a member of 'Ogre'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2143: syntax error : missing ';' before '*'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1> MenuState.cpp
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2039: 'OverlaySystem' : is not a member of 'Ogre'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2143: syntax error : missing ';' before '*'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(60): error C2065: 'm_pOverlaySystem' : undeclared identifier
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(106): error C2039: 'InputContext' : is not a member of 'OgreBites'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(106): error C2065: 'InputContext' : undeclared identifier
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(106): error C2146: syntax error : missing ';' before identifier 'inputContext'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(106): error C2065: 'inputContext' : undeclared identifier
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(107): error C2065: 'inputContext' : undeclared identifier
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(107): error C2228: left of '.mMouse' must have class/struct/union
1> type is ''unknown-type''
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(108): error C2065: 'inputContext' : undeclared identifier
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(108): error C2228: left of '.mKeyboard' must have class/struct/union
1> type is ''unknown-type''
1>c:\users\william\documents\advancedogreframework\advancedogreframework.cpp(109): error C2065: 'inputContext' : undeclared identifier
1> PauseState.cpp
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2039: 'OverlaySystem' : is not a member of 'Ogre'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2143: syntax error : missing ';' before '*'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\gamestate.cpp(33): error C2039: 'm_pOverlaySystem' : is not a member of 'OgreFramework'
1> c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(29) : see declaration of 'OgreFramework'
1>c1xx : fatal error C1903: unable to recover from previous error(s); stopping compilation
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2039: 'OverlaySystem' : is not a member of 'Ogre'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2143: syntax error : missing ';' before '*'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2039: 'OverlaySystem' : is not a member of 'Ogre'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2143: syntax error : missing ';' before '*'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\menustate.cpp(26): error C2039: 'm_pOverlaySystem' : is not a member of 'OgreFramework'
1> c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(29) : see declaration of 'OgreFramework'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2039: 'OverlaySystem' : is not a member of 'Ogre'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C2143: syntax error : missing ';' before '*'
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>c:\users\william\documents\advancedogreframework\pausestate.cpp(27): error C2039: 'm_pOverlaySystem' : is not a member of 'OgreFramework'
1> c:\users\william\documents\advancedogreframework\advancedogreframework.hpp(29) : see declaration of 'OgreFramework'
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I'm guessing its a linking error or something.
Anything?
EDIT:
I'm an idiot. I downloaded the wrong AOF version. I get so confused sometimes...
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
Already, solved, but for the rest: I can't comment on the "idiot" part, but yes, you tried to use the AOF version for Ogre 1.9 with Ogre 1.8. In Ogre 1.8 the OverlaySystem does not yet exist (was only introduced with Ogre 1.9).inform880 wrote:EDIT:
I'm an idiot. I downloaded the wrong AOF version. I get so confused sometimes...
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iblues1976
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Re: New wiki article: Advanced Ogre Framework
spacegaier,
Thanks for your advanced framework. I have been using this since OGRE 1.7.
I have made some small changes... I run into a problem now that I'm running OGRE 1.8 and 64 bits build. The problem was with hWnd. I changed that to size_t and it corrected the problem.
As I read your thread, I notice you said you were making changes to the framework for 1.8.
Could you share what are those changes...It would be easier to make changes on the modified adv. framework that I already ave.
Thanks
Thanks for your advanced framework. I have been using this since OGRE 1.7.
I have made some small changes... I run into a problem now that I'm running OGRE 1.8 and 64 bits build. The problem was with hWnd. I changed that to size_t and it corrected the problem.
As I read your thread, I notice you said you were making changes to the framework for 1.8.
Could you share what are those changes...It would be easier to make changes on the modified adv. framework that I already ave.
Thanks
-
spacegaier
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Re: New wiki article: Advanced Ogre Framework
Can you verify that these issues still persists with my newer versions?iblues1976 wrote:I have made some small changes... I run into a problem now that I'm running OGRE 1.8 and 64 bits build. The problem was with hWnd. I changed that to size_t and it corrected the problem.
Honestly: No clue anymore. But in the repository, there is a branch for Ogre 1.8. Best download the source and run a diff against your version to see the changes.iblues1976 wrote:Could you share what are those changes...It would be easier to make changes on the modified adv. framework that I already ave.
https://bitbucket.org/spacegaier/advanc ... ip?at=v1-8
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iblues1976
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Re: New wiki article: Advanced Ogre Framework
Well, I haven't updated your framework. I have modified the code to fit my needs... but, in your thread, there was mention to that, so that's why I was able to find the problem and correct the problem.spacegaier wrote:Can you verify that these issues still persists with my newer versions?iblues1976 wrote:I have made some small changes... I run into a problem now that I'm running OGRE 1.8 and 64 bits build. The problem was with hWnd. I changed that to size_t and it corrected the problem.
I'm sure the problem is no longer in your code but I haven't had a chance to check .
I may do that later if I run into any other problems... thanksspacegaier wrote:Honestly: No clue anymore. But in the repository, there is a branch for Ogre 1.8. Best download the source and run a diff against your version to see the changes.iblues1976 wrote:Could you share what are those changes...It would be easier to make changes on the modified adv. framework that I already ave.
https://bitbucket.org/spacegaier/advanc ... ip?at=v1-8
Thanks for your great contribution.
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Rhynedahll
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Re: New wiki article: Advanced Ogre Framework
dieend wrote:Rhynedahll wrote:So, I've banged away for a while at integrating the Sinbad Character Controller code from the sample into AOF. I've managed to do the simple things like pop the Sinbad character into the scene, but I have not made much progress in changing the AOF camera controller to the character camera controller.
Hopefully, one of you might have the time to offer some suggestions. I'm sure it's something simple that I am missing. (I learned to program in another language, so C++ syntax makes my head want to explode.)
My current problem is trying to add this line (commented out) in gamestate.cpp:
Code: Select all
void GameState::update(double timeSinceLastFrame) { //mChara->addTime(timeSinceLastFrame); [/quote] Hi, I also have problem with that line last night. When I commented it out, the sinbad shows, but if I uncomment, there is only orange screen (which the color of viewport background). Apparently it because of the inconsistency of timeSinceLastFrame definition. For updating animation, timeSinceLastFrame should be in second, while AOF define it in milisecond. Hence, by dividing it out by a thousand the animation works perfectly. But I think your error not on the animation but on the instantiation of SinbadCharacterController. Maybe you can take a look at my code here: https://github.com/dieend/Advanced/blob/a4791ae63560eca7ae853c6b58a54d0010e1a695/SinbadState.cpp It looks complicated because I copied almost everything from SdkSample.h and CharacterSample.h. But you can concentrate on enter() and createScene() method. NB: @spacegaier sorry to fork your repo in github and in git. I have trouble setting up hg repo (well, it my first using hg) and give up because when converting the project to VS2010 the repo like messed up.[/quote] Thanks! Sorry for the tardy reply. My day job sometimes is a day and night job. I'm going to have some free time this year (I hope!) and I've copied your code so that I can give the SCC and AOF meld a try again. This is still a learning exercise for me, but I hope that your code will help me make progress in understanding AOF. Edit 3/17/2014: I have successfully compiled 1.9, the dependencies, AOF, and the Sinbad Character Controller changes with VS Express 2013 and everything seems to work except the .scene loader.
The Key to Magic -- Book One: ORPHAN
An epic fantasy by H. Jonas Rhynedahll available on Kindle.
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Rhynedahll
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Re: New wiki article: Advanced Ogre Framework
Now I'm trying to load the sample .scene from Ogitor into AOF, but am having problems.
I get an unhandled exception in Rapidxml.hpp
In order to get the dotscene loader in AOF to read the sample .scene, I had to edit the line
to
I don't have an Ogitor.material (or don't know where it is). Might this be the source of the exception?
Thanks in advance for any suggestions
I get an unhandled exception in Rapidxml.hpp
In order to get the dotscene loader in AOF to read the sample .scene, I had to edit the line
Code: Select all
<skyDome active="true" material="Ogitor/CloudySky" />Code: Select all
<skyDome active="true" material="Examples/CloudySky" />Thanks in advance for any suggestions
The Key to Magic -- Book One: ORPHAN
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anstow
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Re: New wiki article: Advanced Ogre Framework
Is the LogManager leaked? I can see it being created in the first line of the initOgre function but it is never deleted, is there something I'm missing about how Ogre works?
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
If the skybox material cannot be found, Ogre exits directly with an exception. This is not related to RapidXML, but purely Ogre.Rhynedahll wrote:Now I'm trying to load the sample .scene from Ogitor into AOF, but am having problems.
I get an unhandled exception in Rapidxml.hpp
In order to get the dotscene loader in AOF to read the sample .scene, I had to edit the linetoCode: Select all
<skyDome active="true" material="Ogitor/CloudySky" />I don't have an Ogitor.material (or don't know where it is). Might this be the source of the exception?Code: Select all
<skyDome active="true" material="Examples/CloudySky" />
Reverting back to the Ogre examples material such as "Examples/CloudySky" of course resolves that issue, if those materials are already loaded by your application.
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Rhynedahll
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Re: New wiki article: Advanced Ogre Framework
Thanks!spacegaier wrote:If the skybox material cannot be found, Ogre exits directly with an exception. This is not related to RapidXML, but purely Ogre.Rhynedahll wrote:Now I'm trying to load the sample .scene from Ogitor into AOF, but am having problems.
I get an unhandled exception in Rapidxml.hpp
In order to get the dotscene loader in AOF to read the sample .scene, I had to edit the linetoCode: Select all
<skyDome active="true" material="Ogitor/CloudySky" />I don't have an Ogitor.material (or don't know where it is). Might this be the source of the exception?Code: Select all
<skyDome active="true" material="Examples/CloudySky" />
Reverting back to the Ogre examples material such as "Examples/CloudySky" of course resolves that issue, if those materials are already loaded by your application.
The Key to Magic -- Book One: ORPHAN
An epic fantasy by H. Jonas Rhynedahll available on Kindle.
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The Key to Magic
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
It should not get leaked because Ogre::Root takes care of cleaning it up (it will try to create the LogManager on its own and get back the same instance pointer due to LogManager being a Singleton that at the end gets freed). We however need to create the LogManager manually to have it around before Ogre::Root gets actually called (doesn't really make sense in this mini application demo, but in a real project that might very likely happen).anstow wrote:Is the LogManager leaked? I can see it being created in the first line of the initOgre function but it is never deleted, is there something I'm missing about how Ogre works?
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retron
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Re: New wiki article: Advanced Ogre Framework
Is this still updated? Do you plan on doing this for 2.0?
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spacegaier
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- x 137
Re: New wiki article: Advanced Ogre Framework
So far I haven't had the time to really dive into Ogre 2.x. I might update the AOF at some point. But if someone else beats me to it, I would be happy about a pull-request.
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euden
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Re: New wiki article: Advanced Ogre Framework
Can I ask what can be done with this advanced framework? I.E: Is this a good starting point to begin building a game?