ogreSwf/vektrix

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:wumpus:
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Post by :wumpus: »

I remember Adobe recently opensourced some swf stuff for usage with Firefox, but I don't know under which license. This might be interesting though instead of implementing all of SWF over again.
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stoneCold
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Post by stoneCold »

Thanks for the tip. I guess you are talking about Mozilla's tamarin.
Tamarin will be released under GPL/LGPL/MPL.
Though I doubt that the AS3.0 virtual machine code itself, that was given to Mozilla will be open sourced seperately/completely :wink:
my tweets | www.fuse-software.com | home of vektrix (Flash GUI for Ogre3D) and caspin (ActionScript 3 Virtual Machine Wrapper)
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Praetor
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Post by Praetor »

Even getting the VM as a black box would be ok right? Basically if everything was done inside a black box and you just got to redirect the output to Ogre this is what you want correct?
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stoneCold
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Post by stoneCold »

Praetor wrote:Even getting the VM as a black box would be ok right? Basically if everything was done inside a black box and you just got to redirect the output to Ogre this is what you want correct?
/signed, I will have to investigate it / do a checkout :wink:
will do that tomorrow *traffic limit reset on 1st of the month*
I'm really interested what they already put in the repository...

[edit]: just browsed through the repository, and it looks very massive what's stored there, so we'll see what I can get compiled tomorrow :wink:
[edit2]: yesterday I contacted the author of the SwfTools to communicate over ICQ instead of delayed mailing, we'll see what he has to say about Tamarin (I guess he already knows it) and what we can bring up together
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tdev
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Post by tdev »

has anything happend since februray? :-\
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dazKind
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Post by dazKind »

I was actually wondering the same.
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Post by elena »

the samplevideo looks very fine and i want to use the ogreswf for some ui_realisation. but i can´t compile it with eihort. i use the newest eihort and ogreswfcodes from cvs. when i try to compile the ogreswf project i get an error like :

Code: Select all

1>..\src\SwfTexture.cpp(330) : error C2039: 'setAutoAddParamName': Ist kein Element von 'Ogre::GpuProgramParameters'

is there any way to compile the ogreswf with eihort??

thanks for your help and greeting from munich
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Post by JeDi »

Hi,

I think you should take a look at the devlopment blog of this project: http://ogreswf.blogspot.com/. No activity since june 2007 though... A status update would be nice yes
:wink:
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Post by Vectrex »

I actually think the old version was enough for most ingame guis and such. I think a more complete and robust flash would be great of course, but that might push it over the time avaliable to actually do it (which appears to be short). The old one was amazingly fast and perfect for some things I need so I really hope it survives. I can only use Navi for some things as it uses full texture reloading which is really slow (unless Navi can use the same idea's as ogreSWF, but I seriously doubt it's possible)
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Jules Robichaud Gagnon
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Post by Jules Robichaud Gagnon »

I have some problems destroying and recreating flashes in our engine. I compiled the "latest" CVS OgreSwf with Ogre 1.4.5 and it will crash at the second constructor of the HUD when calling "renderToScreen( 0 );". It seems the call in gameSwf creating the textures are not done.

My code:

Code: Select all

   mSwfHUD = new SwfHUD("uhr.swf","Clock");
	mSwfHUD->setUpdateProperties(true, false);
	mSwfHUD->setPosition(0.8, 0.65);
	mSwfHUD->setScale(0.4, 0.3);
   delete mSwfHUD;
   mSwfHUD = new SwfHUD("uhr.swf","Clock"); // <--- crashes here
	mSwfHUD->setUpdateProperties(true, false);
	mSwfHUD->setPosition(0.8, 0.65);
	mSwfHUD->setScale(0.4, 0.3);
...


If i look deep in the engine it seems in SwfHUD::fill_style_bitmap(int index) the second time it is called, the mTextureList is empty.

Code: Select all

		MaterialPtr material = MaterialPtr(MaterialManager::getSingleton().getByName("OgreSwf/imageMaterial_Camera"))->clone(mName + "_ImageMat_" + StringConverter::toString(mNumImageMaterials), true, "Swf_Renderer");
		material->compile(false);
		Pass* pass = material->getBestTechnique()->getPass(0);
		pass->createTextureUnitState(mTextureList[index]->getName());// <-- mTextureList is empty the 2nd time

Call stack:

Code: Select all

 	OgreSwf.dll!std::vector<Ogre::TexturePtr,std::allocator<Ogre::TexturePtr> >::operator[](unsigned int _Pos=0)  Line 756 + 0x17 bytes	C++
>	OgreSwf.dll!SwfHUD::fill_style_bitmap(int index=0)  Line 483 + 0x16 bytes	C++
 	OgreSwf.dll!SwfManager::fill_style_bitmap(int index=0)  Line 292 + 0x1c bytes	C++
 	OgreSwf.dll!render_handler_ogre::fill_style::apply()  Line 162	C++
 	OgreSwf.dll!render_handler_ogre::draw_mesh_strip(const void * coords=0x118e0828, int vertex_count=4)  Line 439	C++
 	OgreSwf.dll!gameswf::render::draw_mesh_strip(const short * coords=0x118e0828, int vertex_count=4)  Line 111 + 0x26 bytes	C++
 	OgreSwf.dll!gameswf::mesh::display(const gameswf::base_fill_style & style={...}, float ratio=1.0000000)  Line 196 + 0x1b bytes	C++
 	OgreSwf.dll!gameswf::mesh_set::display(const gameswf::matrix & mat={...}, const gameswf::cxform & cx={...}, const array<gameswf::fill_style> & fills={...}, const array<gameswf::line_style> & line_styles={...})  Line 496	C++
 	OgreSwf.dll!gameswf::shape_character_def::display(const gameswf::matrix & mat={...}, const gameswf::cxform & cx={...}, float pixel_scale=1.0000000, const array<gameswf::fill_style> & fill_styles={...}, const array<gameswf::line_style> & line_styles={...})  Line 940	C++
 	OgreSwf.dll!gameswf::shape_character_def::display(gameswf::character * inst=0x118e2150)  Line 908	C++
 	OgreSwf.dll!gameswf::generic_character::display()  Line 441 + 0x3c bytes	C++
 	OgreSwf.dll!gameswf::display_list::display()  Line 469 + 0xf bytes	C++
 	OgreSwf.dll!gameswf::sprite_instance::display()  Line 3024	C++
 	OgreSwf.dll!gameswf::movie_root::display()  Line 1068 + 0x26 bytes	C++
 	OgreSwf.dll!SwfHUD::renderToScreen(float timeSinceLastFrame=0.00000000)  Line 117 + 0x1d bytes	C++
 	OgreSwf.dll!SwfHUD::SwfHUD(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & file="uhr.swf", const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & name="Clock")  Line 63	C++
 	XSled.exe!XsledSheetGameInfo::Initialise()  Line 87 + 0xad bytes	C++

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stoneCold
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Post by stoneCold »

Hi Jules,

I just answered your PM, but here's the content again for all out there.
PM wrote:I'm sorry to let you down, but I've laid the work on ogreSWF on ice quite a while ago, because I got another 2 projects going, but mostly because I became disappointed by several people which where just demanding big progress from me regarding ogreSWF, but noone out of the community was willing to contribute or to help developing ogreSWF when I asked for it.
Therefore I paused the work on ogreSWF, until I'll come in need of it myself (which might be approx. in march).

I'm just a human too and I hope you understand, that I'm not dying to work on a 3rd project, which would be a one man show and I would get nothing in return for it, but a warm handshake from the community.

In summa summarum, there aren't any planned works on ogreSWF before march.
The ogreSWF version that you downloaded from CVS is the one, that is still based on gameSWF (gameswf has not been updated/developed for years). This version was just a very early experiment, before I recognised how my code style became more and more ugly, just to overcome the gameswf bugs / limitations.
I really recommend you to not spend any time on this old, limited version of ogreSWF :!: It's not worth it.

However...

As said in the above PM, I am not (and won't be anyday soon) working on ogreSWF, because it's put on hold currently for the above named reasons.
I'm still open for any volunteers that want to give it a go now, just contact me per PM.

The current version of ogreSWF has a quite strong and large code base and is in a good shape currently, but could use some polishing and is still missing the features that might make it kick-a**.

[edit]
Current status...
Image Image
Triangulation of the flash vector shapes robust and fully working.

A video of the triangulation unit test in action...
http://youtube.com/watch?v=YSsJ0G6osKk

What you see is an triangulated mesh (several thousand polygons) created from an pixel image inside flash, beeing transformed (scale, rotate, shear) inside ogre.

[/edit]

A lot of work has been done, and still a bunch of work has to be done...... BY YOU ? :wink:

Image

greetings & happy new year everyone
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Post by KungFooMasta »

Happy New Year stoneCold!

I remember being one of those people who were sitting back, hoping things were going to materialize, sorry for that. Being a 1 man show definately isn't that great. :(

Thanks for posting the current status and the situation, maybe there are people who will jump in. :)
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Post by JeDi »

I am also very interested in the progress of this wonderful project, but as you, tangled in too many time-consuming projects to contribute.

For me, especially the idea of using flash to design a GUI is interesting, as we have some guys in the team that can work with it already. I followed the progress on the development blog, it was an interesting read, and I agree with a lot (if not all) of your design decisions. We won't be needing it for a few months, but if you still need help then I am more than willing to offer it.

Greetz,
JeDi
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Jules Robichaud Gagnon
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Post by Jules Robichaud Gagnon »

tgraupmann
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Post by tgraupmann »

Any idea if ogreSWF would work on an iPhone?

Can Ogre 1.4.7 render on an iPhone with the SDK?
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How to realize mask?

Post by czaoth »

In ogreswf begin_submit_mask()
end_submit_mask()
disable_mask()
not realize.

How to realize flash mask?
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Post by rommel »

Is there any permanent project home from where i can download OgreSWF.
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sinbad
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Post by sinbad »

It lives in the OgreAddons Project.
rommel
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Post by rommel »

Hi

I am getting error compiler error mInputDevice not found.

I guess the project is outdated. wrt Ogre 1.4.2 and 1.6.0 (Shoggoth)

[my first post answered by the lord himself :) ]
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boyamer
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Re: ogreSwf (now independent from gameSwf)

Post by boyamer »

Anyone knows how to compile this to Ogre3d trunk Cthugha?

Thanks
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Re: ogreSwf (now independent from gameSwf)

Post by jacmoe »

Shouldn't be too much of a problem if you read the porting notes. (Wiki)
/* Less noise. More signal. */
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Re: ogreSwf (now independent from gameSwf)

Post by boyamer »

Thank you jacmoe :)
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stoneCold
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Re: ogreSwf (now independent from gameSwf)

Post by stoneCold »

As jacmoe said, with the help of the porting notes you might be able to compile it. Although I have to tell you that I haven't touched the gameswf version for years, since I stopped developing this version back then.
If you are a little patient, I'm currently setting up my new website, and after I get it up and running, I'll have a little candy for everyone who wants GPU driven Flash inside Ogre.
(the candy tastes similar to ScaleForm, but combined with the taste of beer [as in "free" beer] :wink:)

Cheers
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boyamer
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Re: ogreSwf

Post by boyamer »

That would be nice,because ogreSWF is cross platform and Hikari(as i know) not,so would be great if you upgrade this to latest Ogre and maybe revive it,it will give you a lot of glory :P
Just kidding,i'll try it later to port it out!

Thank you very much
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Re: ogreSwf (now independent from gameSwf)

Post by mikeInside »

stoneCold wrote:If you are a little patient, I'm currently setting up my new website, and after I get it up and running, I'll have a little candy for everyone who wants GPU driven Flash inside Ogre.
sounds quite tasty!