SkyX plugin [SkyX 0.1 released! - Page 1]

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moagames
Halfling
Posts: 70
Joined: Thu Apr 10, 2008 8:10 pm
x 1

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by moagames »

1) In your log file the script parsing part looks like this:

Code: Select all

19:37:24: Parsing scripts for resource group Autodetect
19:37:24: Finished parsing scripts for resource group Autodetect
19:37:24: Parsing scripts for resource group General
19:37:24: Finished parsing scripts for resource group General
19:37:24: Parsing scripts for resource group Hydrax
19:37:24: Finished parsing scripts for resource group Hydrax
19:37:24: Parsing scripts for resource group Internal
19:37:24: Finished parsing scripts for resource group Internal
19:37:24: Parsing scripts for resource group SkyX
19:37:24: Parsing script SkyX.material
19:37:24: Parsing script SkyXw.material
19:37:24: Finished parsing scripts for resource group SkyX
Are you really using only SkyX.material and SkyXw.material ?

2) most of the warnings from the compiler can be ignored.
Only the last two warnings are important:
There it is stated, that you declare the variables mSceneMgr and mCamera and use them without to initialize them.
This will lead to a crash.
As I can see, you already have these variables as member variables in your class.
So:
- remove the new declaration of these variables from the lines 35 and 37 in the cpp file
- change the variable names in the sea_sky_init function to something else like for example pSceneMgr and pCamera
- in sky_init add these lines:

Code: Select all

mSceneMgr = pSceneMgr;
mCamera = pCamera;
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nevarim
Gnoll
Posts: 675
Joined: Mon Jul 05, 2010 6:16 pm
Location: Pavia Italy
x 4

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

1) i'm using all media files included in skyx and hydrax media, so materials are more than 2 :roll: :S


2)i'll try it this evening :)

thanks very much :D

Nevarim
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS
User avatar
nevarim
Gnoll
Posts: 675
Joined: Mon Jul 05, 2010 6:16 pm
Location: Pavia Italy
x 4

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

nope, nothing to do


after modify i have this log, same problem:

Code: Select all

21:19:13: Creating resource group General
21:19:13: Creating resource group Internal
21:19:13: Creating resource group Autodetect
21:19:13: SceneManagerFactory for type 'DefaultSceneManager' registered.
21:19:13: Registering ResourceManager for type Material
21:19:13: Registering ResourceManager for type Mesh
21:19:13: Registering ResourceManager for type Skeleton
21:19:13: MovableObjectFactory for type 'ParticleSystem' registered.
21:19:13: OverlayElementFactory for type Panel registered.
21:19:13: OverlayElementFactory for type BorderPanel registered.
21:19:13: OverlayElementFactory for type TextArea registered.
21:19:13: Registering ResourceManager for type Font
21:19:13: ArchiveFactory for archive type FileSystem registered.
21:19:13: ArchiveFactory for archive type Zip registered.
21:19:13: DDS codec registering
21:19:13: FreeImage version: 3.13.1
21:19:13: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
21:19:13: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
21:19:13: Registering ResourceManager for type HighLevelGpuProgram
21:19:13: Registering ResourceManager for type Compositor
21:19:13: MovableObjectFactory for type 'Entity' registered.
21:19:13: MovableObjectFactory for type 'Light' registered.
21:19:13: MovableObjectFactory for type 'BillboardSet' registered.
21:19:13: MovableObjectFactory for type 'ManualObject' registered.
21:19:13: MovableObjectFactory for type 'BillboardChain' registered.
21:19:13: MovableObjectFactory for type 'RibbonTrail' registered.
21:19:13: Loading library .\RenderSystem_Direct3D9
21:19:13: Installing plugin: D3D9 RenderSystem
21:19:13: D3D9 : Direct3D9 Rendering Subsystem created.
21:19:13: D3D9: Driver Detection Starts
21:19:13: D3D9: Driver Detection Ends
21:19:13: Plugin successfully installed
21:19:13: Loading library .\RenderSystem_GL
21:19:13: Installing plugin: GL RenderSystem
21:19:13: OpenGL Rendering Subsystem created.
21:19:13: Plugin successfully installed
21:19:13: Loading library .\Plugin_ParticleFX
21:19:13: Installing plugin: ParticleFX
21:19:13: Particle Emitter Type 'Point' registered
21:19:13: Particle Emitter Type 'Box' registered
21:19:13: Particle Emitter Type 'Ellipsoid' registered
21:19:13: Particle Emitter Type 'Cylinder' registered
21:19:13: Particle Emitter Type 'Ring' registered
21:19:13: Particle Emitter Type 'HollowEllipsoid' registered
21:19:13: Particle Affector Type 'LinearForce' registered
21:19:13: Particle Affector Type 'ColourFader' registered
21:19:13: Particle Affector Type 'ColourFader2' registered
21:19:13: Particle Affector Type 'ColourImage' registered
21:19:13: Particle Affector Type 'ColourInterpolator' registered
21:19:13: Particle Affector Type 'Scaler' registered
21:19:13: Particle Affector Type 'Rotator' registered
21:19:13: Particle Affector Type 'DirectionRandomiser' registered
21:19:13: Particle Affector Type 'DeflectorPlane' registered
21:19:13: Plugin successfully installed
21:19:13: Loading library .\Plugin_BSPSceneManager
21:19:13: Installing plugin: BSP Scene Manager
21:19:13: Plugin successfully installed
21:19:13: Loading library .\Plugin_CgProgramManager
21:19:13: Installing plugin: Cg Program Manager
21:19:14: Plugin successfully installed
21:19:14: Loading library .\Plugin_PCZSceneManager
21:19:14: Installing plugin: Portal Connected Zone Scene Manager
21:19:14: PCZone Factory Type 'ZoneType_Default' registered
21:19:14: Plugin successfully installed
21:19:14: Loading library .\Plugin_OctreeZone
21:19:14: Installing plugin: Octree Zone Factory
21:19:14: Plugin successfully installed
21:19:14: Loading library .\Plugin_OctreeSceneManager
21:19:14: Installing plugin: Octree & Terrain Scene Manager
21:19:14: Plugin successfully installed
21:19:14: *-*-* OGRE Initialising
21:19:14: *-*-* Version 1.7.2 (Cthugha)
21:19:14: Added resource location 'media' of type 'FileSystem' to resource group 'General'
21:19:14: Added resource location 'ifc' of type 'FileSystem' to resource group 'General'
21:19:14: Added resource location 'media/texture' of type 'FileSystem' to resource group 'General'
21:19:14: Creating resource group Hydrax
21:19:14: Added resource location 'media/Hydrax' of type 'FileSystem' to resource group 'Hydrax'
21:19:14: Creating resource group SkyX
21:19:14: Added resource location 'media/SkyX' of type 'FileSystem' to resource group 'SkyX'
21:19:14: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
21:19:14: D3D9 : RenderSystem Option: FSAA = 0
21:19:14: D3D9 : RenderSystem Option: Floating-point mode = Fastest
21:19:14: D3D9 : RenderSystem Option: Full Screen = Yes
21:19:14: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-ATI Mobility Radeon HD 5470
21:19:14: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
21:19:14: D3D9 : RenderSystem Option: VSync = No
21:19:14: D3D9 : RenderSystem Option: VSync Interval = 1
21:19:14: D3D9 : RenderSystem Option: Video Mode = 1366 x 768 @ 32-bit colour
21:19:14: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
21:19:15: CPU Identifier & Features
21:19:15: -------------------------
21:19:15:  *   CPU ID: AuthenticAMD: AMD Athlon(tm) II P340 Dual-Core Processor
21:19:15:  *      SSE: yes
21:19:15:  *     SSE2: yes
21:19:15:  *     SSE3: yes
21:19:15:  *      MMX: yes
21:19:15:  *   MMXEXT: yes
21:19:15:  *    3DNOW: yes
21:19:15:  * 3DNOWEXT: yes
21:19:15:  *     CMOV: yes
21:19:15:  *      TSC: yes
21:19:15:  *      FPU: yes
21:19:15:  *      PRO: yes
21:19:15:  *       HT: no
21:19:15: -------------------------
21:19:15: *** Starting Win32GL Subsystem ***
21:19:15: GLRenderSystem::_createRenderWindow "BCClient Render Window", 1366x768 fullscreen  miscParams: FSAA=4 FSAAHint= colourDepth=32 displayFrequency=60 gamma=false vsync=true vsyncInterval=1 
21:19:15: Created Win32Window 'BCClient Render Window' : 1366x768, 32bpp
21:19:15: GL_VERSION = 3.2.9712 Compatibility Profile Context
21:19:15: GL_VENDOR = ATI Technologies Inc.
21:19:15: GL_RENDERER = ATI Mobility Radeon HD 5470                          
21:19:15: GL_EXTENSIONS = GL_AMDX_name_gen_delete GL_AMDX_random_access_target GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_atomic_counters GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
21:19:15: Supported WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile 
21:19:15: ***************************
21:19:15: *** GL Renderer Started ***
21:19:15: ***************************
21:19:15: Registering ResourceManager for type GpuProgram
21:19:15: GLSL support detected
21:19:15: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
21:19:15: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A4L4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB 
21:19:15: RenderSystem capabilities
21:19:15: -------------------------
21:19:15: RenderSystem Name: OpenGL Rendering Subsystem
21:19:15: GPU Vendor: ati
21:19:15: Device Name: ATI Mobility Radeon HD 5470                          
21:19:15: Driver Version: 3.2.9712.0
21:19:15:  * Fixed function pipeline: yes
21:19:15:  * Hardware generation of mipmaps: yes
21:19:15:  * Texture blending: yes
21:19:15:  * Anisotropic texture filtering: yes
21:19:15:  * Dot product texture operation: yes
21:19:15:  * Cube mapping: yes
21:19:15:  * Hardware stencil buffer: yes
21:19:15:    - Stencil depth: 8
21:19:15:    - Two sided stencil support: yes
21:19:15:    - Wrap stencil values: yes
21:19:15:  * Hardware vertex / index buffers: yes
21:19:15:  * Vertex programs: yes
21:19:15:  * Number of floating-point constants for vertex programs: 512
21:19:15:  * Number of integer constants for vertex programs: 0
21:19:15:  * Number of boolean constants for vertex programs: 0
21:19:15:  * Fragment programs: yes
21:19:15:  * Number of floating-point constants for fragment programs: 512
21:19:15:  * Number of integer constants for fragment programs: 0
21:19:15:  * Number of boolean constants for fragment programs: 0
21:19:15:  * Geometry programs: yes
21:19:15:  * Number of floating-point constants for geometry programs: 512
21:19:15:  * Number of integer constants for geometry programs: 0
21:19:15:  * Number of boolean constants for geometry programs: 0
21:19:15:  * Supported Shader Profiles: arbfp1 arbvp1 glsl gp4gp gpu_gp nvgp4 ps_1_1 ps_1_2 ps_1_3 ps_1_4
21:19:15:  * Texture Compression: yes
21:19:15:    - DXT: yes
21:19:15:    - VTC: no
21:19:15:    - PVRTC: no
21:19:15:  * Scissor Rectangle: yes
21:19:15:  * Hardware Occlusion Query: yes
21:19:15:  * User clip planes: yes
21:19:15:  * VET_UBYTE4 vertex element type: yes
21:19:15:  * Infinite far plane projection: yes
21:19:15:  * Hardware render-to-texture: yes
21:19:15:  * Floating point textures: yes
21:19:15:  * Non-power-of-two textures: yes
21:19:15:  * Volume textures: yes
21:19:15:  * Multiple Render Targets: 8
21:19:15:    - With different bit depths: yes
21:19:15:  * Point Sprites: yes
21:19:15:  * Extended point parameters: yes
21:19:15:  * Max Point Size: 8192
21:19:15:  * Vertex texture fetch: yes
21:19:15:  * Number of world matrices: 0
21:19:15:  * Number of texture units: 16
21:19:15:  * Stencil buffer depth: 8
21:19:15:  * Number of vertex blend matrices: 0
21:19:15:    - Max vertex textures: 16
21:19:15:    - Vertex textures shared: yes
21:19:15:  * Render to Vertex Buffer : no
21:19:15:  * GL 1.5 without VBO workaround: no
21:19:15:  * Frame Buffer objects: yes
21:19:15:  * Frame Buffer objects (ARB extension): no
21:19:15:  * Frame Buffer objects (ATI extension): no
21:19:15:  * PBuffer support: yes
21:19:15:  * GL 1.5 without HW-occlusion workaround: no
21:19:15: Registering ResourceManager for type Texture
21:19:15: Using FSAA from GL_ARB_multisample extension.
21:19:15: DefaultWorkQueue('Root') initialising on thread 00435CC8.
21:19:15: Particle Renderer Type 'billboard' registered
21:19:15: SceneManagerFactory for type 'BspSceneManager' registered.
21:19:15: Registering ResourceManager for type BspLevel
21:19:15: SceneManagerFactory for type 'PCZSceneManager' registered.
21:19:15: MovableObjectFactory for type 'PCZLight' registered.
21:19:15: MovableObjectFactory for type 'Portal' registered.
21:19:15: MovableObjectFactory for type 'AntiPortal' registered.
21:19:15: PCZone Factory Type 'ZoneType_Octree' registered
21:19:15: PCZone Factory Type 'ZoneType_Terrain' registered
21:19:15: SceneManagerFactory for type 'OctreeSceneManager' registered.
21:19:15: SceneManagerFactory for type 'TerrainSceneManager' registered.
21:19:15: TerrainSceneManager: Registered a new PageSource for type Heightmap
21:19:15: Parsing scripts for resource group Autodetect
21:19:15: Finished parsing scripts for resource group Autodetect
21:19:15: Parsing scripts for resource group General
21:19:15: Finished parsing scripts for resource group General
21:19:15: Parsing scripts for resource group Hydrax
21:19:15: Finished parsing scripts for resource group Hydrax
21:19:15: Parsing scripts for resource group Internal
21:19:15: Finished parsing scripts for resource group Internal
21:19:15: Parsing scripts for resource group SkyX
21:19:15: Parsing script SkyX.material
21:19:15: Parsing script SkyXw.material
21:19:15: Finished parsing scripts for resource group SkyX
21:19:15: *** Initializing OIS ***
21:19:15: DefaultWorkQueue('Root')::WorkerFunc - thread 00449718 starting.
21:19:15: DefaultWorkQueue('Root')::WorkerFunc - thread 004496E8 starting.
21:19:16: Texture: core.png: Loading 1 faces(PF_A8R8G8B8,1024x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x256x1.
21:19:16: Texture: bc_core.png: Loading 1 faces(PF_A8R8G8B8,1280x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1280x1024x1.
21:19:16: Texture: core_pointer.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
21:19:16: Texture: bc_interface.png: Loading 1 faces(PF_SHORT_RGBA,1280x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_SHORT_RGBA,1280x1024x1.
21:19:16: Texture: medal.png: Loading 1 faces(PF_A8R8G8B8,132x133x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,132x133x1.
21:19:16: Terrain created; size=4097 minBatch=33 maxBatch=65 treeDepth=7 lodLevels=8 leafLods=2
21:19:28: [Hydrax] Hydrax created.
21:19:28: [Hydrax] HydraxDemo.hdx loaded.
21:19:28: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp (line 1423)
21:19:33: DefaultWorkQueue('Root') shutting down on thread 00435CC8.
21:19:33: DefaultWorkQueue('Root')::WorkerFunc - thread 00449718 stopped.
21:19:33: DefaultWorkQueue('Root')::WorkerFunc - thread 004496E8 stopped.
21:19:33: PCZone Factory Type 'ZoneType_Octree' unregistered
21:19:33: PCZone Factory Type 'ZoneType_Terrain' unregistered
21:19:33: Unregistering ResourceManager for type BspLevel
21:19:33: *-*-* OGRE Shutdown
21:19:33: Unregistering ResourceManager for type Compositor
21:19:33: Unregistering ResourceManager for type Font
21:19:33: Unregistering ResourceManager for type Skeleton
21:19:33: Unregistering ResourceManager for type Mesh
21:19:33: Unregistering ResourceManager for type HighLevelGpuProgram
21:19:33: Uninstalling plugin: Octree & Terrain Scene Manager
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_OctreeSceneManager
21:19:33: Uninstalling plugin: Octree Zone Factory
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_OctreeZone
21:19:33: Uninstalling plugin: Portal Connected Zone Scene Manager
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_PCZSceneManager
21:19:33: Uninstalling plugin: Cg Program Manager
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_CgProgramManager
21:19:33: Uninstalling plugin: BSP Scene Manager
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_BSPSceneManager
21:19:33: Uninstalling plugin: ParticleFX
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_ParticleFX
21:19:33: Uninstalling plugin: GL RenderSystem
21:19:34: Unregistering ResourceManager for type GpuProgram
21:19:34: *** Stopping Win32GL Subsystem ***
21:19:34: Unregistering ResourceManager for type Texture
21:19:34: Plugin successfully uninstalled
21:19:34: Unloading library .\RenderSystem_GL
21:19:34: Uninstalling plugin: D3D9 RenderSystem
21:19:34: D3D9 : Shutting down cleanly.
21:19:34: D3D9 : Direct3D9 Rendering Subsystem destroyed.
21:19:34: Plugin successfully uninstalled
21:19:34: Unloading library .\RenderSystem_Direct3D9
21:19:34: Unregistering ResourceManager for type Material

and attached my media files :(

and variables mScenemgr and mCamera are passed by function init from main, are not shared inside skyx and hydrax class so if i try to add the 2 lines

Code: Select all

void sea_sky_init(Ogre::Root *mRoot,Ogre::SceneManager* pSceneMgr,Ogre::RenderWindow* mWindow,Ogre::Camera* pCamera)
	{
		mSceneMgr = pSceneMgr;
		mCamera = pCamera;
		// Hydrax object
		Hydrax::Hydrax *mHydrax = 0;
		// SkyX object
		SkyX::SkyX *mSkyX = 0;
when i try to compile i have this results

Code: Select all

1>src\sea_sky_handling.cpp(69): error C2065: 'mSceneMgr' : undeclared identifier
1>src\sea_sky_handling.cpp(70): error C2065: 'mCamera' : undeclared identifier
materials are 2 (that you listed in your post)
You do not have the required permissions to view the files attached to this post.
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by LBDude »

The hydrax folder in media.zip contains only a hdx file, which is a hydrax config file. It doesn't contain any shader files. Is this intentional?
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Beauty
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x 39

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Beauty »

There are also *.hlsl and *.material files in his zip file. (just in an other directory)
Help to add information to the wiki. Also tiny edits will let it grow ... :idea:
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by LBDude »

yeah in the SkyX folder. Nothing is in the Hdrax folder except the config file.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

it seems that are same file that are loaded for demo :S
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
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x 1

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by moagames »

nevarim wrote:nope, nothing to do


after modify i have this log, same problem:

Code: Select all

21:19:13: Creating resource group General
21:19:13: Creating resource group Internal
21:19:13: Creating resource group Autodetect
21:19:13: SceneManagerFactory for type 'DefaultSceneManager' registered.
21:19:13: Registering ResourceManager for type Material
21:19:13: Registering ResourceManager for type Mesh
21:19:13: Registering ResourceManager for type Skeleton
21:19:13: MovableObjectFactory for type 'ParticleSystem' registered.
21:19:13: OverlayElementFactory for type Panel registered.
21:19:13: OverlayElementFactory for type BorderPanel registered.
21:19:13: OverlayElementFactory for type TextArea registered.
21:19:13: Registering ResourceManager for type Font
21:19:13: ArchiveFactory for archive type FileSystem registered.
21:19:13: ArchiveFactory for archive type Zip registered.
21:19:13: DDS codec registering
21:19:13: FreeImage version: 3.13.1
21:19:13: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
21:19:13: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
21:19:13: Registering ResourceManager for type HighLevelGpuProgram
21:19:13: Registering ResourceManager for type Compositor
21:19:13: MovableObjectFactory for type 'Entity' registered.
21:19:13: MovableObjectFactory for type 'Light' registered.
21:19:13: MovableObjectFactory for type 'BillboardSet' registered.
21:19:13: MovableObjectFactory for type 'ManualObject' registered.
21:19:13: MovableObjectFactory for type 'BillboardChain' registered.
21:19:13: MovableObjectFactory for type 'RibbonTrail' registered.
21:19:13: Loading library .\RenderSystem_Direct3D9
21:19:13: Installing plugin: D3D9 RenderSystem
21:19:13: D3D9 : Direct3D9 Rendering Subsystem created.
21:19:13: D3D9: Driver Detection Starts
21:19:13: D3D9: Driver Detection Ends
21:19:13: Plugin successfully installed
21:19:13: Loading library .\RenderSystem_GL
21:19:13: Installing plugin: GL RenderSystem
21:19:13: OpenGL Rendering Subsystem created.
21:19:13: Plugin successfully installed
21:19:13: Loading library .\Plugin_ParticleFX
21:19:13: Installing plugin: ParticleFX
21:19:13: Particle Emitter Type 'Point' registered
21:19:13: Particle Emitter Type 'Box' registered
21:19:13: Particle Emitter Type 'Ellipsoid' registered
21:19:13: Particle Emitter Type 'Cylinder' registered
21:19:13: Particle Emitter Type 'Ring' registered
21:19:13: Particle Emitter Type 'HollowEllipsoid' registered
21:19:13: Particle Affector Type 'LinearForce' registered
21:19:13: Particle Affector Type 'ColourFader' registered
21:19:13: Particle Affector Type 'ColourFader2' registered
21:19:13: Particle Affector Type 'ColourImage' registered
21:19:13: Particle Affector Type 'ColourInterpolator' registered
21:19:13: Particle Affector Type 'Scaler' registered
21:19:13: Particle Affector Type 'Rotator' registered
21:19:13: Particle Affector Type 'DirectionRandomiser' registered
21:19:13: Particle Affector Type 'DeflectorPlane' registered
21:19:13: Plugin successfully installed
21:19:13: Loading library .\Plugin_BSPSceneManager
21:19:13: Installing plugin: BSP Scene Manager
21:19:13: Plugin successfully installed
21:19:13: Loading library .\Plugin_CgProgramManager
21:19:13: Installing plugin: Cg Program Manager
21:19:14: Plugin successfully installed
21:19:14: Loading library .\Plugin_PCZSceneManager
21:19:14: Installing plugin: Portal Connected Zone Scene Manager
21:19:14: PCZone Factory Type 'ZoneType_Default' registered
21:19:14: Plugin successfully installed
21:19:14: Loading library .\Plugin_OctreeZone
21:19:14: Installing plugin: Octree Zone Factory
21:19:14: Plugin successfully installed
21:19:14: Loading library .\Plugin_OctreeSceneManager
21:19:14: Installing plugin: Octree & Terrain Scene Manager
21:19:14: Plugin successfully installed
21:19:14: *-*-* OGRE Initialising
21:19:14: *-*-* Version 1.7.2 (Cthugha)
21:19:14: Added resource location 'media' of type 'FileSystem' to resource group 'General'
21:19:14: Added resource location 'ifc' of type 'FileSystem' to resource group 'General'
21:19:14: Added resource location 'media/texture' of type 'FileSystem' to resource group 'General'
21:19:14: Creating resource group Hydrax
21:19:14: Added resource location 'media/Hydrax' of type 'FileSystem' to resource group 'Hydrax'
21:19:14: Creating resource group SkyX
21:19:14: Added resource location 'media/SkyX' of type 'FileSystem' to resource group 'SkyX'
21:19:14: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
21:19:14: D3D9 : RenderSystem Option: FSAA = 0
21:19:14: D3D9 : RenderSystem Option: Floating-point mode = Fastest
21:19:14: D3D9 : RenderSystem Option: Full Screen = Yes
21:19:14: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-ATI Mobility Radeon HD 5470
21:19:14: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
21:19:14: D3D9 : RenderSystem Option: VSync = No
21:19:14: D3D9 : RenderSystem Option: VSync Interval = 1
21:19:14: D3D9 : RenderSystem Option: Video Mode = 1366 x 768 @ 32-bit colour
21:19:14: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
21:19:15: CPU Identifier & Features
21:19:15: -------------------------
21:19:15:  *   CPU ID: AuthenticAMD: AMD Athlon(tm) II P340 Dual-Core Processor
21:19:15:  *      SSE: yes
21:19:15:  *     SSE2: yes
21:19:15:  *     SSE3: yes
21:19:15:  *      MMX: yes
21:19:15:  *   MMXEXT: yes
21:19:15:  *    3DNOW: yes
21:19:15:  * 3DNOWEXT: yes
21:19:15:  *     CMOV: yes
21:19:15:  *      TSC: yes
21:19:15:  *      FPU: yes
21:19:15:  *      PRO: yes
21:19:15:  *       HT: no
21:19:15: -------------------------
21:19:15: *** Starting Win32GL Subsystem ***
21:19:15: GLRenderSystem::_createRenderWindow "BCClient Render Window", 1366x768 fullscreen  miscParams: FSAA=4 FSAAHint= colourDepth=32 displayFrequency=60 gamma=false vsync=true vsyncInterval=1 
21:19:15: Created Win32Window 'BCClient Render Window' : 1366x768, 32bpp
21:19:15: GL_VERSION = 3.2.9712 Compatibility Profile Context
21:19:15: GL_VENDOR = ATI Technologies Inc.
21:19:15: GL_RENDERER = ATI Mobility Radeon HD 5470                          
21:19:15: GL_EXTENSIONS = GL_AMDX_name_gen_delete GL_AMDX_random_access_target GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_atomic_counters GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
21:19:15: Supported WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile 
21:19:15: ***************************
21:19:15: *** GL Renderer Started ***
21:19:15: ***************************
21:19:15: Registering ResourceManager for type GpuProgram
21:19:15: GLSL support detected
21:19:15: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
21:19:15: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A4L4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8 
21:19:15: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB 
21:19:15: RenderSystem capabilities
21:19:15: -------------------------
21:19:15: RenderSystem Name: OpenGL Rendering Subsystem
21:19:15: GPU Vendor: ati
21:19:15: Device Name: ATI Mobility Radeon HD 5470                          
21:19:15: Driver Version: 3.2.9712.0
21:19:15:  * Fixed function pipeline: yes
21:19:15:  * Hardware generation of mipmaps: yes
21:19:15:  * Texture blending: yes
21:19:15:  * Anisotropic texture filtering: yes
21:19:15:  * Dot product texture operation: yes
21:19:15:  * Cube mapping: yes
21:19:15:  * Hardware stencil buffer: yes
21:19:15:    - Stencil depth: 8
21:19:15:    - Two sided stencil support: yes
21:19:15:    - Wrap stencil values: yes
21:19:15:  * Hardware vertex / index buffers: yes
21:19:15:  * Vertex programs: yes
21:19:15:  * Number of floating-point constants for vertex programs: 512
21:19:15:  * Number of integer constants for vertex programs: 0
21:19:15:  * Number of boolean constants for vertex programs: 0
21:19:15:  * Fragment programs: yes
21:19:15:  * Number of floating-point constants for fragment programs: 512
21:19:15:  * Number of integer constants for fragment programs: 0
21:19:15:  * Number of boolean constants for fragment programs: 0
21:19:15:  * Geometry programs: yes
21:19:15:  * Number of floating-point constants for geometry programs: 512
21:19:15:  * Number of integer constants for geometry programs: 0
21:19:15:  * Number of boolean constants for geometry programs: 0
21:19:15:  * Supported Shader Profiles: arbfp1 arbvp1 glsl gp4gp gpu_gp nvgp4 ps_1_1 ps_1_2 ps_1_3 ps_1_4
21:19:15:  * Texture Compression: yes
21:19:15:    - DXT: yes
21:19:15:    - VTC: no
21:19:15:    - PVRTC: no
21:19:15:  * Scissor Rectangle: yes
21:19:15:  * Hardware Occlusion Query: yes
21:19:15:  * User clip planes: yes
21:19:15:  * VET_UBYTE4 vertex element type: yes
21:19:15:  * Infinite far plane projection: yes
21:19:15:  * Hardware render-to-texture: yes
21:19:15:  * Floating point textures: yes
21:19:15:  * Non-power-of-two textures: yes
21:19:15:  * Volume textures: yes
21:19:15:  * Multiple Render Targets: 8
21:19:15:    - With different bit depths: yes
21:19:15:  * Point Sprites: yes
21:19:15:  * Extended point parameters: yes
21:19:15:  * Max Point Size: 8192
21:19:15:  * Vertex texture fetch: yes
21:19:15:  * Number of world matrices: 0
21:19:15:  * Number of texture units: 16
21:19:15:  * Stencil buffer depth: 8
21:19:15:  * Number of vertex blend matrices: 0
21:19:15:    - Max vertex textures: 16
21:19:15:    - Vertex textures shared: yes
21:19:15:  * Render to Vertex Buffer : no
21:19:15:  * GL 1.5 without VBO workaround: no
21:19:15:  * Frame Buffer objects: yes
21:19:15:  * Frame Buffer objects (ARB extension): no
21:19:15:  * Frame Buffer objects (ATI extension): no
21:19:15:  * PBuffer support: yes
21:19:15:  * GL 1.5 without HW-occlusion workaround: no
21:19:15: Registering ResourceManager for type Texture
21:19:15: Using FSAA from GL_ARB_multisample extension.
21:19:15: DefaultWorkQueue('Root') initialising on thread 00435CC8.
21:19:15: Particle Renderer Type 'billboard' registered
21:19:15: SceneManagerFactory for type 'BspSceneManager' registered.
21:19:15: Registering ResourceManager for type BspLevel
21:19:15: SceneManagerFactory for type 'PCZSceneManager' registered.
21:19:15: MovableObjectFactory for type 'PCZLight' registered.
21:19:15: MovableObjectFactory for type 'Portal' registered.
21:19:15: MovableObjectFactory for type 'AntiPortal' registered.
21:19:15: PCZone Factory Type 'ZoneType_Octree' registered
21:19:15: PCZone Factory Type 'ZoneType_Terrain' registered
21:19:15: SceneManagerFactory for type 'OctreeSceneManager' registered.
21:19:15: SceneManagerFactory for type 'TerrainSceneManager' registered.
21:19:15: TerrainSceneManager: Registered a new PageSource for type Heightmap
21:19:15: Parsing scripts for resource group Autodetect
21:19:15: Finished parsing scripts for resource group Autodetect
21:19:15: Parsing scripts for resource group General
21:19:15: Finished parsing scripts for resource group General
21:19:15: Parsing scripts for resource group Hydrax
21:19:15: Finished parsing scripts for resource group Hydrax
21:19:15: Parsing scripts for resource group Internal
21:19:15: Finished parsing scripts for resource group Internal
21:19:15: Parsing scripts for resource group SkyX
21:19:15: Parsing script SkyX.material
21:19:15: Parsing script SkyXw.material
21:19:15: Finished parsing scripts for resource group SkyX
21:19:15: *** Initializing OIS ***
21:19:15: DefaultWorkQueue('Root')::WorkerFunc - thread 00449718 starting.
21:19:15: DefaultWorkQueue('Root')::WorkerFunc - thread 004496E8 starting.
21:19:16: Texture: core.png: Loading 1 faces(PF_A8R8G8B8,1024x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x256x1.
21:19:16: Texture: bc_core.png: Loading 1 faces(PF_A8R8G8B8,1280x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1280x1024x1.
21:19:16: Texture: core_pointer.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
21:19:16: Texture: bc_interface.png: Loading 1 faces(PF_SHORT_RGBA,1280x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_SHORT_RGBA,1280x1024x1.
21:19:16: Texture: medal.png: Loading 1 faces(PF_A8R8G8B8,132x133x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,132x133x1.
21:19:16: Terrain created; size=4097 minBatch=33 maxBatch=65 treeDepth=7 lodLevels=8 leafLods=2
21:19:28: [Hydrax] Hydrax created.
21:19:28: [Hydrax] HydraxDemo.hdx loaded.
21:19:28: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp (line 1423)
21:19:33: DefaultWorkQueue('Root') shutting down on thread 00435CC8.
21:19:33: DefaultWorkQueue('Root')::WorkerFunc - thread 00449718 stopped.
21:19:33: DefaultWorkQueue('Root')::WorkerFunc - thread 004496E8 stopped.
21:19:33: PCZone Factory Type 'ZoneType_Octree' unregistered
21:19:33: PCZone Factory Type 'ZoneType_Terrain' unregistered
21:19:33: Unregistering ResourceManager for type BspLevel
21:19:33: *-*-* OGRE Shutdown
21:19:33: Unregistering ResourceManager for type Compositor
21:19:33: Unregistering ResourceManager for type Font
21:19:33: Unregistering ResourceManager for type Skeleton
21:19:33: Unregistering ResourceManager for type Mesh
21:19:33: Unregistering ResourceManager for type HighLevelGpuProgram
21:19:33: Uninstalling plugin: Octree & Terrain Scene Manager
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_OctreeSceneManager
21:19:33: Uninstalling plugin: Octree Zone Factory
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_OctreeZone
21:19:33: Uninstalling plugin: Portal Connected Zone Scene Manager
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_PCZSceneManager
21:19:33: Uninstalling plugin: Cg Program Manager
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_CgProgramManager
21:19:33: Uninstalling plugin: BSP Scene Manager
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_BSPSceneManager
21:19:33: Uninstalling plugin: ParticleFX
21:19:33: Plugin successfully uninstalled
21:19:33: Unloading library .\Plugin_ParticleFX
21:19:33: Uninstalling plugin: GL RenderSystem
21:19:34: Unregistering ResourceManager for type GpuProgram
21:19:34: *** Stopping Win32GL Subsystem ***
21:19:34: Unregistering ResourceManager for type Texture
21:19:34: Plugin successfully uninstalled
21:19:34: Unloading library .\RenderSystem_GL
21:19:34: Uninstalling plugin: D3D9 RenderSystem
21:19:34: D3D9 : Shutting down cleanly.
21:19:34: D3D9 : Direct3D9 Rendering Subsystem destroyed.
21:19:34: Plugin successfully uninstalled
21:19:34: Unloading library .\RenderSystem_Direct3D9
21:19:34: Unregistering ResourceManager for type Material

and attached my media files :(

and variables mScenemgr and mCamera are passed by function init from main, are not shared inside skyx and hydrax class so if i try to add the 2 lines

Code: Select all

void sea_sky_init(Ogre::Root *mRoot,Ogre::SceneManager* pSceneMgr,Ogre::RenderWindow* mWindow,Ogre::Camera* pCamera)
	{
		mSceneMgr = pSceneMgr;
		mCamera = pCamera;
		// Hydrax object
		Hydrax::Hydrax *mHydrax = 0;
		// SkyX object
		SkyX::SkyX *mSkyX = 0;
when i try to compile i have this results

Code: Select all

1>src\sea_sky_handling.cpp(69): error C2065: 'mSceneMgr' : undeclared identifier
1>src\sea_sky_handling.cpp(70): error C2065: 'mCamera' : undeclared identifier
materials are 2 (that you listed in your post)
ok, my fault.
Nevertheless the problem I described exists: you are using the variables mSceneMgr and mCamera without initializing them. I just didn't see, that sea_sky_init is in another class.

So leave everything as it is and just remove the lines

Code: Select all

Ogre::SceneManager* mSceneMgr;
Ogre::Camera* mCamera;
from the beginning of the updateEnvironmentLighting function. otherwise your compilter will take those variables instead of the class member variables.
Nevertheless this won't help you with your initial problem. :(

Don't know if this is important or not, as I don't know about Hydrax, but as I can see in your media folder, you have only the hdx file in your hydrax media folder, but the SkyXHydrax demo has also a lot of bmp files in the same directory, like e.g. Caustics_*.bmp...
User avatar
nevarim
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Posts: 675
Joined: Mon Jul 05, 2010 6:16 pm
Location: Pavia Italy
x 4

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

i removed all bmp and png so zip was 3mb :P i put in only configuration files
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS
User avatar
nevarim
Gnoll
Posts: 675
Joined: Mon Jul 05, 2010 6:16 pm
Location: Pavia Italy
x 4

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

i don't know why but if i use this as main.h

Code: Select all

/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2006 Torus Knot Software Ltd
Also see acknowledgements in Readme.html

You may use this sample code for anything you like, it is not covered by the
LGPL like the rest of the engine.
-----------------------------------------------------------------------------
 */
/*
-----------------------------------------------------------------------------
Filename:    ExampleFrameListener.h
Description: Defines an example frame listener which responds to frame events.
This frame listener just moves a specified camera around based on
keyboard and mouse movements.
Mouse:    Freelook
W or Up:  Forward
S or Down:Backward
A:        Step left
D:        Step right
             PgUp:     Move upwards
             PgDown:   Move downwards
             F:        Toggle frame rate stats on/off
                         R:        Render mode
             T:        Cycle texture filtering
                       Bilinear, Trilinear, Anisotropic(8)
             P:        Toggle on/off display of camera position / orientation
-----------------------------------------------------------------------------
 */

#ifndef __ExampleFrameListener_H__
#define __ExampleFrameListener_H__

#include "Ogre.h"
#include "OgreStringConverter.h"
#include "OgreException.h"

//Use this define to signify OIS will be used as a DLL
//(so that dll import/export macros are in effect)
#define OIS_DYNAMIC_LIB
#include <OIS/OIS.h>

using namespace Ogre;

class ExampleFrameListener : public FrameListener, public WindowEventListener
{
protected:

    void updateStats(void)
    {
        static String currFps = "Current FPS: ";
        static String avgFps = "Average FPS: ";
        static String bestFps = "Best FPS: ";
        static String worstFps = "Worst FPS: ";
        static String tris = "Triangle Count: ";
        static String batches = "Batch Count: ";

        // update stats when necessary
        try
        {
            OverlayElement* guiAvg = OverlayManager::getSingleton().getOverlayElement("Core/AverageFps");
            OverlayElement* guiCurr = OverlayManager::getSingleton().getOverlayElement("Core/CurrFps");
            OverlayElement* guiBest = OverlayManager::getSingleton().getOverlayElement("Core/BestFps");
            OverlayElement* guiWorst = OverlayManager::getSingleton().getOverlayElement("Core/WorstFps");

            const RenderTarget::FrameStats& stats = mWindow->getStatistics();
            guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS));
            guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS));
            guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS)
                                + " " + StringConverter::toString(stats.bestFrameTime) + " ms");
            guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS)
                                 + " " + StringConverter::toString(stats.worstFrameTime) + " ms");

            OverlayElement* guiTris = OverlayManager::getSingleton().getOverlayElement("Core/NumTris");
            guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount));

            OverlayElement* guiBatches = OverlayManager::getSingleton().getOverlayElement("Core/NumBatches");
            guiBatches->setCaption(batches + StringConverter::toString(stats.batchCount));

            OverlayElement* guiDbg = OverlayManager::getSingleton().getOverlayElement("Core/DebugText");
            guiDbg->setCaption(mDebugText);
        }
        catch (...)
        {
            /* ignore */
        }
    }

public:
    // Constructor takes a RenderWindow because it uses that to determine input context

    ExampleFrameListener(RenderWindow* win, Camera* cam, bool bufferedKeys = false, bool bufferedMouse = false,
                         bool bufferedJoy = false) :
    mCamera(cam), mTranslateVector(Vector3::ZERO), mWindow(win), mStatsOn(true), mNumScreenShots(0),
    mMoveScale(0.0f), mRotScale(0.0f), mTimeUntilNextToggle(0), mFiltering(TFO_BILINEAR),
    mAniso(1), mSceneDetailIndex(0), mMoveSpeed(100), mRotateSpeed(36), mDebugOverlay(0),
    mInputManager(0), mMouse(0), mKeyboard(0), mJoy(0)
    {
        using namespace OIS;

        mDebugOverlay = OverlayManager::getSingleton().getByName("Core/DebugOverlay");

        LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***");
        ParamList pl;
        size_t windowHnd = 0;
        std::ostringstream windowHndStr;

        win->getCustomAttribute("WINDOW", &windowHnd);
        windowHndStr << windowHnd;
        pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));

        mInputManager = InputManager::createInputSystem(pl);

        //Create all devices (We only catch joystick exceptions here, as, most people have Key/Mouse)
        mKeyboard = static_cast<Keyboard*> (mInputManager->createInputObject(OISKeyboard, bufferedKeys));
        mMouse = static_cast<Mouse*> (mInputManager->createInputObject(OISMouse, bufferedMouse));
        try
        {
            mJoy = static_cast<JoyStick*> (mInputManager->createInputObject(OISJoyStick, bufferedJoy));
        }
        catch (...)
        {
            mJoy = 0;
        }

        //Set initial mouse clipping size
        windowResized(mWindow);

        showDebugOverlay(true);

        //Register as a Window listener
        WindowEventUtilities::addWindowEventListener(mWindow, this);
    }

    //Adjust mouse clipping area

    virtual void windowResized(RenderWindow* rw)
    {
        unsigned int width, height, depth;
        int left, top;
        rw->getMetrics(width, height, depth, left, top);

        const OIS::MouseState &ms = mMouse->getMouseState();
        ms.width = width;
        ms.height = height;
    }

    //Unattach OIS before window shutdown (very important under Linux)

    virtual void windowClosed(RenderWindow* rw)
    {
        //Only close for window that created OIS (the main window in these demos)
        if (rw == mWindow)
        {
            if (mInputManager)
            {
                mInputManager->destroyInputObject(mMouse);
                mInputManager->destroyInputObject(mKeyboard);
                mInputManager->destroyInputObject(mJoy);

                OIS::InputManager::destroyInputSystem(mInputManager);
                mInputManager = 0;
            }
        }
    }

    virtual ~ExampleFrameListener()
    {
        //Remove ourself as a Window listener
        WindowEventUtilities::removeWindowEventListener(mWindow, this);
        windowClosed(mWindow);
    }

    virtual bool processUnbufferedKeyInput(const FrameEvent& evt)
    {
        using namespace OIS;

        if (mKeyboard->isKeyDown(KC_A))
            mTranslateVector.x = -mMoveScale; // Move camera left

        if (mKeyboard->isKeyDown(KC_D))
            mTranslateVector.x = mMoveScale; // Move camera RIGHT

        if (mKeyboard->isKeyDown(KC_UP) || mKeyboard->isKeyDown(KC_W))
            mTranslateVector.z = -mMoveScale; // Move camera forward

        if (mKeyboard->isKeyDown(KC_DOWN) || mKeyboard->isKeyDown(KC_S))
            mTranslateVector.z = mMoveScale; // Move camera backward

        if (mKeyboard->isKeyDown(KC_PGUP))
            mTranslateVector.y = mMoveScale; // Move camera up

        if (mKeyboard->isKeyDown(KC_PGDOWN))
            mTranslateVector.y = -mMoveScale; // Move camera down

        if (mKeyboard->isKeyDown(KC_RIGHT))
            mCamera->yaw(-mRotScale);

        if (mKeyboard->isKeyDown(KC_LEFT))
            mCamera->yaw(mRotScale);

        if (mKeyboard->isKeyDown(KC_ESCAPE) || mKeyboard->isKeyDown(KC_Q))
            return false;

        if (mKeyboard->isKeyDown(KC_F) && mTimeUntilNextToggle <= 0)
        {
            mStatsOn = !mStatsOn;
            showDebugOverlay(mStatsOn);
            mTimeUntilNextToggle = 1;
        }

        if (mKeyboard->isKeyDown(KC_T) && mTimeUntilNextToggle <= 0)
        {
            switch (mFiltering)
            {
            case TFO_BILINEAR:
                mFiltering = TFO_TRILINEAR;
                mAniso = 1;
                break;
            case TFO_TRILINEAR:
                mFiltering = TFO_ANISOTROPIC;
                mAniso = 8;
                break;
            case TFO_ANISOTROPIC:
                mFiltering = TFO_BILINEAR;
                mAniso = 1;
                break;
            default: break;
            }
            MaterialManager::getSingleton().setDefaultTextureFiltering(mFiltering);
            MaterialManager::getSingleton().setDefaultAnisotropy(mAniso);

            showDebugOverlay(mStatsOn);
            mTimeUntilNextToggle = 1;
        }

        if (mKeyboard->isKeyDown(KC_SYSRQ) && mTimeUntilNextToggle <= 0)
        {
            std::ostringstream ss;
            ss << "screenshot_" << ++mNumScreenShots << ".png";
            mWindow->writeContentsToFile(ss.str());
            mTimeUntilNextToggle = 0.5;
            mDebugText = "Saved: " + ss.str();
        }

        if (mKeyboard->isKeyDown(KC_R) && mTimeUntilNextToggle <= 0)
        {
            mSceneDetailIndex = (mSceneDetailIndex + 1) % 3;
            switch (mSceneDetailIndex)
            {
            case 0: mCamera->setPolygonMode(PM_SOLID);
                break;
            case 1: mCamera->setPolygonMode(PM_WIREFRAME);
                break;
            case 2: mCamera->setPolygonMode(PM_POINTS);
                break;
            }
            mTimeUntilNextToggle = 0.5;
        }

        static bool displayCameraDetails = false;
        if (mKeyboard->isKeyDown(KC_P) && mTimeUntilNextToggle <= 0)
        {
            displayCameraDetails = !displayCameraDetails;
            mTimeUntilNextToggle = 0.5;
            if (!displayCameraDetails)
                mDebugText = "";
        }

        // Print camera details
        if (displayCameraDetails)
            mDebugText = "P: " + StringConverter::toString(mCamera->getDerivedPosition()) +
            " " + "O: " + StringConverter::toString(mCamera->getDerivedOrientation());

        // Return true to continue rendering
        return true;
    }

    bool processUnbufferedMouseInput(const FrameEvent& evt)
    {
        using namespace OIS;

        // Rotation factors, may not be used if the second mouse button is pressed
        // 2nd mouse button - slide, otherwise rotate
        const MouseState &ms = mMouse->getMouseState();
        if (ms.buttonDown(MB_Right))
        {
            mTranslateVector.x += ms.X.rel * 0.13;
            mTranslateVector.y -= ms.Y.rel * 0.13;
        }
        else
        {
            mRotX = Degree(-ms.X.rel * 0.13);
            mRotY = Degree(-ms.Y.rel * 0.13);
        }

        return true;
    }

    void moveCamera()
    {
        // Make all the changes to the camera
        // Note that YAW direction is around a fixed axis (freelook style) rather than a natural YAW
        //(e.g. airplane)
        mCamera->yaw(mRotX);
        mCamera->pitch(mRotY);
        mCamera->moveRelative(mTranslateVector);
    }

    void showDebugOverlay(bool show)
    {
        if (mDebugOverlay)
        {
            if (show)
                mDebugOverlay->show();
            else
                mDebugOverlay->hide();
        }
    }

    // Override frameStarted event to process that (don't care about frameEnded)

    bool frameStarted(const FrameEvent& evt)
    {
        using namespace OIS;

        if (mWindow->isClosed()) return false;

        //Need to capture/update each device
        mKeyboard->capture();
        mMouse->capture();
        if (mJoy) mJoy->capture();

        bool buffJ = (mJoy) ? mJoy->buffered() : true;

        //Check if one of the devices is not buffered
        if (!mMouse->buffered() || !mKeyboard->buffered() || !buffJ)
        {
            // one of the input modes is immediate, so setup what is needed for immediate movement
            if (mTimeUntilNextToggle >= 0)
                mTimeUntilNextToggle -= evt.timeSinceLastFrame;

            // If this is the first frame, pick a speed
            if (evt.timeSinceLastFrame == 0)
            {
                mMoveScale = 1;
                mRotScale = 0.1;
            }
                // Otherwise scale movement units by time passed since last frame
            else
            {
                // Move about 100 units per second,
                mMoveScale = mMoveSpeed * evt.timeSinceLastFrame;
                // Take about 10 seconds for full rotation
                mRotScale = mRotateSpeed * evt.timeSinceLastFrame;
            }
            mRotX = 0;
            mRotY = 0;
            mTranslateVector = Ogre::Vector3::ZERO;
        }

        //Check to see which device is not buffered, and handle it
        if (!mKeyboard->buffered())
            if (processUnbufferedKeyInput(evt) == false)
                return false;
        if (!mMouse->buffered())
            if (processUnbufferedMouseInput(evt) == false)
                return false;

        if (!mMouse->buffered() || !mKeyboard->buffered() || !buffJ)
            moveCamera();

        return true;
    }

    bool frameEnded(const FrameEvent& evt)
    {
        updateStats();
        return true;
    }

protected:
    Camera* mCamera;

    Vector3 mTranslateVector;
    RenderWindow* mWindow;
    bool mStatsOn;

    std::string mDebugText;

    unsigned int mNumScreenShots;
    float mMoveScale;
    Degree mRotScale;
    // just to stop toggles flipping too fast
    Real mTimeUntilNextToggle;
    Radian mRotX, mRotY;
    TextureFilterOptions mFiltering;
    int mAniso;

    int mSceneDetailIndex;
    Real mMoveSpeed;
    Degree mRotateSpeed;
    Overlay* mDebugOverlay;

    //OIS Input devices
    OIS::InputManager* mInputManager;
    OIS::Mouse* mMouse;
    OIS::Keyboard* mKeyboard;
    OIS::JoyStick* mJoy;
};

#endif
and use framelistener as Exampleframelistener it go......

if i use as ogre::framelistener with my listener apart it give me error on application :S
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
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johnhpus
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by johnhpus »

Hi, thanks for sharing skyx!

Is there any existing way to rotate the sky to work with a system where Z is up? If there's no existing way, can you recommend what changes I would need to make to the code in order to have this feature?

Thanks in advance.
LBDude
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by LBDude »

Hello, someone mentioned that they had depth issues and it may be caused by running the ground scattering shader against a Cg shader. Well, I switched my Cg shader to HLSL and now ground scattering works. I'm still having some problems with these weird grids being drawn but at least the "fog" show up now.

http://imgur.com/78inj

The effect is subtle in the above image, but after tweaking I got it too look as "foggy" as I want. So yeah, if you have problems may want to try switching your shader from Cg HLSL. It was easy for me I just had to change from Cg to HLSL in the material script and made sure I initialize my in / out structures before using them.
My blog here.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by JonnyJP »

Hi,
I'm having trouble compiling and running the SkyXDemo in both debug and release modes.

The Visual Studio output is here:

Code: Select all

'SkyXDemo.exe': Loaded 'C:\SkyX\SkyXDemo\bin\release\SkyXDemo.exe', Symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\System32\ntdll.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Ogre32\bin\release\OgreMain.dll', Binary was not built with debug information.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\user32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\gdi32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\advapi32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\rpcrt4.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\secur32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\winsxs\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.4053_none_d08d7da0442a985d\msvcp80.dll', Symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\winsxs\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.4053_none_d08d7da0442a985d\msvcr80.dll', Symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\msvcrt.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\ws2_32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\nsi.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Ogre32\bin\release\OIS.dll', Binary was not built with debug information.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\dinput8.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\SkyX\SkyXDemo\bin\release\SkyX.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Ogre32\bin\debug\OgreMain_d.dll', Symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\winsxs\x86_microsoft.vc80.debugcrt_1fc8b3b9a1e18e3b_8.0.50727.4053_none_e4a329d7006acfa0\msvcp80d.dll', Symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\winsxs\x86_microsoft.vc80.debugcrt_1fc8b3b9a1e18e3b_8.0.50727.4053_none_e4a329d7006acfa0\msvcr80d.dll', Symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\shimeng.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\apphelp.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\AppPatch\AcLayers.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\shell32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\shlwapi.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\userenv.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\winspool.drv', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\mpr.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\lpk.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\SysWOW64\usp10.dll', No symbols loaded.
'SkyXDemo.exe': Loaded 'C:\Windows\winsxs\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.6002.18305_none_5cb72f2a088b0ed3\comctl32.dll', No symbols loaded.
First-chance exception at 0x76b5e124 in SkyXDemo.exe: Microsoft C++ exception: Ogre::FileNotFoundException at memory location 0x0017fb0c..
First-chance exception at 0x76b5e124 in SkyXDemo.exe: Microsoft C++ exception: Ogre::FileNotFoundException at memory location 0x0017fc98..
The program '[7096] SkyXDemo.exe: Native' has exited with code -1 (0xffffffff).
I'm using Visual Studio 2005 and have built debug and release versions of SkyX. Just not sure what is going on.

PS The precompiled binaries of the SkyX demos run fine.

Any help appreciated because SkyX is awesome.
JonnyJP
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by JonnyJP »

If I run the SkyXDemo.exe from the bin debug folder, it seems to get further but crashes with an assertion:

Code: Select all

Assertion failed!

Program: C:\SkyX\SkyXDemo\bin\release\SkyXDemo.exe
File: .\src\OgreMeshManager.cpp
Line: 54

Expression: ms_Singleton

For information on how your program can cause an assertion
failure, see the Visual C++ documentation on asserts

(Press Retry to debug the application - JIT must be enabled)
JonnyJP
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by JonnyJP »

And another thing, when I try to compile it in debug, I get the following:

Code: Select all

Error	13	error LNK2001: unresolved external symbol __imp___CrtDbgReportW	main.obj
JonnyJP
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by JonnyJP »

I've tried to add SkyX to my normal Ogre project and that doesn't work either. The code I'm using in the createScene() function is as follows:

Code: Select all

Ogre::Camera* cam = m_camera.GetOgreCamera();
mSkyX = new SkyX::SkyX(mSceneManager, cam);
mSkyX->create();
m_camera is just a class I'm using that stores a pointer to an Ogre::Camera that was created with mSceneManager->createCamera("MyCamera").

Can't see what I'm doing wrong here.
LBDude
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by LBDude »

I think you may have the debug and released version linkage mixed up. You may be building the debug skyx but linking to the release version of Ogre. I had a similar problem when trying to link the debug version of SkyX (default debug build with the SkyX VS project) against debug version of my app (no problem in release version of my app since I was linking to the release version of SKyX).

So just try rebuilding SkyX but make sure the options correspond to the versions: debug link to ogre debug, release link to ogre release.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by JonnyJP »

Cheers LBDude. I've checked all that and it seems to be fine (but I had made that mistake before).

I'm not too concerned about compiling the demos if I can get SkyX working in my own application.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Thoran »

JonnyJP wrote:Cheers LBDude. I've checked all that and it seems to be fine (but I had made that mistake before).

I'm not too concerned about compiling the demos if I can get SkyX working in my own application.
I would recommend using the CMake project files I created and which are available in this post.

You can just unzip the archive over the SkyX directory as my archive is an extension to the original SkyX.
Afterwards follow the standard CMake procedure to create your desired project/make files.

Thoran
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by LBDude »

JonnyJP wrote:Cheers LBDude. I've checked all that and it seems to be fine (but I had made that mistake before).

I'm not too concerned about compiling the demos if I can get SkyX working in my own application.
That's cool. I was having problems with my own app in debug mode and it was due to linking issues with compiling the skyx lib. Works for me in my own App in release mode directly from the source package that is provided, without change.
My blog here.
Game twitter here
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by NoxWings »

is there any update or bug fix??
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

it seems that development of skyx is stopped, skyx team is working on paradyse
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Beauty »

I suppose SkyX will be included to the Paradise Engine.
In this case maybe SkyX has a lower priority, but I think the authors will update them in the future.
Help to add information to the wiki. Also tiny edits will let it grow ... :idea:
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by spacegaier »

Quote from the paradise preview thread:
Hydrax and SkyX
Now, the well-known Hydrax and SkyX Ogre3D libraries are part of the Paradise Framework.
Of course, Paradise Studios has a compromise with the Ogre community and both – Hydrax and SkyX – libraries will always been released under the LGPL terms. New major features are coming for Hydrax and SkyX so… stay tuned!
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by JonnyJP »

I've managed to get SkyX to build properly and my project compiles fine but I'm getting a crash now. It is in the MeshManager::create() function...

Code: Select all

		// Create mesh and submesh
        mMesh = Ogre::MeshManager::getSingleton().createManual("SkyXMesh",
                    SKYX_RESOURCE_GROUP);
I also tried unzipping the archive over the SkyX installation and running CMake but that didn't seem to change anything. Have you got step by step instructions for this to make sure I'm doing it correctly please?

Ta