Ogre 1.1 SDK Early Adopter Alpha release

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.

Are you interested in a Ogre 1.1 SDK Early Adopter Alpha release

Poll ended at Mon Nov 28, 2005 7:19 pm

Yes
25
83%
no
5
17%
 
Total votes: 30

nfz
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Ogre 1.1 SDK Early Adopter Alpha release

Post by nfz »

I've been thinking about offering pre-release SDK's for Ogre 1.1 so that people can try out some of the new features in Dagon with out having to go through the hassle of building the dll's. Most of the features we wanted for 1.1 are in but there are still a few things we are trying to squeeze in before final release. Have a look at the Dagon Notes to see what has been completed and would be available in the 1.1 SDK alpha edition.

If there is enough interest, I would build a new SDK alpha release each Sunday if things are stable and there have been significant changes. The SDK would be made available on Sourceforge in the files download section. I can only build for CB(MingW), VC7.1, and VC8.0 so those would be the first ones available.
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eugen
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Post by eugen »

very nice features additions to this version! (i'm really glad ogre exists :) )
The prerelase SDK is a good idea, i think it will make many users happy, mostly the ones that want to test it and give it a shot.
Last edited by eugen on Thu Nov 24, 2005 8:52 pm, edited 1 time in total.
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Post by klauss »

I desperately need Dagon... mostly MoveableObjectFactories.
So... where do I sign?
What about a VC 2005 Express SDK? (or is one of the mentioned ones VC2005 Express and I don't recognize it :embarassed: ?)
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Post by Kentamanos »

I know it's a bit of pain, but I for one would appreciate it. I'm still pretty early in the process of working on anything too diligently, and using Dagon from the get go might make more sense for me personally.
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Post by d3th_n1gG4 »

I'm very keen
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Post by Fiesch »

I'm happy with cvs head as it is but i see the advantage in having a alpha sdk, both for normal developers and the team
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nfz
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Post by nfz »

Building the SDK is fully automated thanks to Sinbads hard work in creating the scripts. When building the SDK I do some Blendering, eat, do dishes etc so its not really a bother.

The first release will be this Sunday, 27 Nov 2005.
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Post by Kencho »

nfz wrote:Blendering
Oh my God, what a great word! Thanks for making english a lot more rich :) (and it's not a joke, I'll use that term from now on!)

I support the idea of the Alpha SDKs, though I can't use them for now :( But sure they will be useful for everybody.
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Post by Chris Jones »

this will be very usefull as im about to start a new game engine (based off of my last 1, but better!) and will b easier to start with dagon rather than try to upgrade later
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Post by randall »

nfz, what DirectX SDK version do you use for your alpha builds?
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Post by Bloodypriest »

That means that we will be able to get a Devil DLL with the compressed DXT patch preapplied in the dependencies. Cool! I'm saying this because every time I tried applying this patch, it got rejected by patch. I tried it on Devil 1.6.7 and Devil CVS but no luck.
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Post by nfz »

randall: summer 2004.
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Post by randall »

great! thanks
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Post by Chris Jones »

will a VC7.1 build made and available to download soon?
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Post by nfz »

I ran out of time yesturday to do the uploads to SF, it was very slow and took over an hour just for the vc8 SDK 1.1 upload. When I get home today, I will get the vc7.1 SDK uploaded.
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Post by nfz »

Not sure where the problems are but I am unable to reliably upload to SF. Upload speed is incredibly slow (3kb/s) and connection drops when the file is about 75% done. I did get one upload completed and that was for the updated vc7.1 dependencies for Ogre 1.1. But when I tried to add the new file in the file release section, there are no files to select. I suspect SF is experiencing some problems so I will try again in another 10 hours.
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Post by nfz »

Tried again, upload speed was 100Kb/s, much better. Still had to wait a while for the uploaded files to show up on SF but they are now there.
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Post by clioman »

Omg, I am downloading :))
Thanks nfz!
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Post by nfz »

Ogre SDK 1.1 Alpha 2 for VC8.0 is ready for download. VC7.1 comming in another day.

Over the last couple of weeks, Sinbad and Genva have been very busy fixing up Dagon and adding some new features.

Some things (not everything) added since Alpha 1:
  • Texture shadow casting now fully supports alpha blended / alpha rejection materials

    Added billboard/particle rotation type setting, allow control rotate vertices or rotate texture coordinates. Default to rotate texture coordinates to preserve previous behavior.

    Billboard particle renderer added support to sets billboard origin in particle script via 'billboard_origin'.

    New shadow type SHADOWTYPE_TEXTURE_ADDITIVE, allowing the lighting accuracy of additive shadows with the GPU speed of texture shadows. The Shadows demo has been updated to show the new texture additive shadow type.

    You can now disable the rendering of shadows per viewport, to save time in mini-maps / RTTs etc

    RenderQueueListener now has an additional callback 'shadowTexturesUpdated', allowing you to hook into the time when shadow textures have been rendered to, but before they are used. You can use this to perform custom shadow behaviour such as filtering

    Render queue groups can now be given an arbitrary uint8 identifier rather than just one of a fixed set of enums.

    Custom render queue invocation sequence per viewport if required.

    Allow suppression of shadow processing and render state changes during custom invocation.

    Ordering / grouping of non-transparents can be changed per invocation
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Post by klauss »

Nice.
I hope I can try it soon... I still didn't set up VC 2005 express...
8.0 would work with it, right?
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Post by JeDi »

We tried the sdk in visual studio 2005, but it fails. We've copied the dlls, libs and headers into our own repository, everything compiles, but we get an error saying "The procedure entry point ?getBillboardSetIterator@SceneManager... could not be located in the dynamic link library OgreMain.dll" (I've cut the big part of the cryptic error message).

Could it be that the .dll and .lib of this release don't match?

Greetz,
JeDi
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Post by genva »

Perhaps you doesn't rebuild all?
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Post by nfz »

Did you do a full rebuild of your app?
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Post by nfz »

Ogre SDK 1.1 Alpha 2 for VC7.1 is ready for download.
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Post by JeDi »

As regular visual studio users, rebuild all was off course the first thing we tried :lol:

Does this work for the rest of you? Cause I'm going to try compiling from cvs next. Do I have to use a tag? Or is head stable enough? We just can't progress without the MovableObjectFactory. Sorry for a bit of off-topic questions...

Greetz,
JeDi