pre-compiled dsi viewer?

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
User avatar
metaldev
Orc Shaman
Posts: 761
Joined: Thu Mar 17, 2005 11:56 pm
Location: Boston
x 15
Contact:

pre-compiled dsi viewer?

Post by metaldev »

does anyone have a functional pre-compiled dsi viewer that you could give to us artists?

would be of much help!

thank you!


(including the source would also be a cherry on top!) :D
User avatar
maxxoros
Greenskin
Posts: 130
Joined: Tue Feb 22, 2005 7:18 pm

Post by maxxoros »

Code: Select all

dsi::dotSceneLoader * mdotSceneLoader = new dsi::dotSceneLoader(); 
mdotSceneLoader->load("F:\\Ogre_Project\\dotscene\\test_ds.scene","General",mRoot->getSingleton().getSceneManager(ST_GENERIC), mWindow,(mRoot->getSceneManager(ST_GENERIC))->getRootSceneNode(),false,false,true);
You want this code ? This code will allow us view a scene name test_ds.cene in F:\\Ogre_Project\\dotscene\\
User avatar
metaldev
Orc Shaman
Posts: 761
Joined: Thu Mar 17, 2005 11:56 pm
Location: Boston
x 15
Contact:

Post by metaldev »

something like that, but i need it pre-compiled, or a complete ready to compile source... basically i need an exe or be able to easily create an exe.

the reason i am asking is the programmer on my team hasnt been able to get it to work yet with the current ogre build, i dont have the knowledge to do it myself, and i could really use it to help me test out the maya scene manager.

furthermore, i figured a lot of the other artists on this board that dont have the knowledge to access cvs or build it themselves could really use it too.
nykwil
Gnoblar
Posts: 12
Joined: Fri Jul 08, 2005 5:42 pm

Post by nykwil »

Here's a little app built on the example application that uses the dotsceneinterface.

The compiled version has bare minimum dlls/media to get it working.

It's command line and I've included a little bat file that loads an example scene file.

The code is there along with dotsceneinterface project that was very slightly modified to get it to work with ogre 1.0. I use VC 7.1 and the projects are in there. Put it in your samples folder. I have no idea if it will compile with linux.

hxxp://www.downtempo.ca/h/DSIDemoApp.rar
hxxp://www.downtempo.ca/h/DSIDemoCode.rar

There's some weirdnesses with the dotsceneinterface, scene files have to be in it's own folder with all the meshes in it. I haven't really wrapped my head around the resourcemanager to debug it properly.

Peace,
Nykwil
User avatar
metaldev
Orc Shaman
Posts: 761
Joined: Thu Mar 17, 2005 11:56 pm
Location: Boston
x 15
Contact:

Post by metaldev »

nykwil,

this is perfect!! thank you so much man, this simple tool will help us tons! :D
User avatar
bleeder
Halfling
Posts: 54
Joined: Mon May 16, 2005 9:33 pm
Location: Denmark
Contact:

Post by bleeder »

The reason it doesn't work is because, yeah, DSI is made for an earlier version of Ogre. Since then, a few macros have switched names, which is what's causing trouble when you're trying to compile it against Ogre 1.0. A quick and dirty get-around to this can be done by appending this bit of preprocessor code to DSISceneViewer/Pch.h:

Code: Select all

#define RENDERABLE_DEFAULT_PRIORITY OGRE_RENDERABLE_DEFAULT_PRIORITY
#define Except OGRE_EXCEPT
#define PLATFORM_WIN32 OGRE_PLATFORM_WIN32
Of course, this doesn't solve the actual problem, it just redirects the old macro names to the new ones - the right thing to do would be to replace all the instances of the old macro names with the new ones (ie. replace Except with OGRE_EXCEPT, etc.) - but at least it compiles :)

When I get home from work tonight, I'll see if I can put together a patch which solves this the real way...

- bleeder
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

I believe this is fixed already - found a rewritten dotSceneLoader::load, by Martoon, here:
http://www.ogre3d.org/phpBB2/viewtopic. ... matversion

It works! :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Post Reply