New wiki article: Basic Ogre Framework

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williewight
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Re: New wiki article: Basic Ogre Framework

Post by williewight »

I'm having trouble getting this to build. It is giving me linker errors with CEGUI. Could be an issue relating to the removal of CEGUI from the Ogre 1.7 SDK. Thanks for the help.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

Well, then you are probably trying to link against CEGUI which isn't there anymore. Either remove it as a dependency from your project or redownload the BasicOgreFramework. I've updated it some time ago for Ogre 1.7.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

harry_ftw wrote:
wom wrote:On OSX I am not receiving any mouse or keyboard events. Based on debugging all those xxxx->capture() get called and main loop is running. Just no events are received. I don't even see mouse cursor there, should I?
I was in a similar situation, and found that by calling Ogre::WindowEventUtilities::messagePump(), where previously it would only be called for Win32, the program runs as it probably should.

As something of a disclaimer: I only successfully compiled Ogre yesterday, currently know very little about how it all works, and discovered the messagePump solution basically by trial and error... so if any more experienced Ogre users find my proposed solution horrendous, I hope they shall correct me. D:
Do I correctly understand, that you were able to use this messagePump() thing on Mac OSX?
wom wrote:I don't even see mouse cursor there, should I?
No, I left these things out, as they would have introduced GUI stuff, which I left for the Advanced Ogre Framework.
wom wrote:Also seems that app is running somehow weirdly since when I alt-tab to another app and move mouse over DemoApp I see beach ball rotating.
What is this "beach ball"?

EDIT: Apparently, this messagePump() works on Mac as confirmed here: http://www.ogre3d.org/forums/viewtopic. ... 75#p378126
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harry_ftw
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Re: New wiki article: Basic Ogre Framework

Post by harry_ftw »

spacegaier wrote:What is this "beach ball"?
This.

Also, thanks for the Basic Ogre Framework. It is very helpful, and a good resource for learning.
williewight
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Re: New wiki article: Basic Ogre Framework

Post by williewight »

spacegaier wrote:Well, then you are probably trying to link against CEGUI which isn't there anymore. Either remove it as a dependency from your project or redownload the BasicOgreFramework. I've updated it some time ago for Ogre 1.7.

It is only on the debug build which i get
1>LINK : fatal error LNK1104: cannot open file 'CEGUIBase_d.lib'

Also on release mode I get an OGRE options window with no options. Do i need to move the exe once i build it to a different folder within the SDK?

Thanks,
Willie
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spacegaier
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

No, the error is indicating, that your IDE doesn't know where this CEGUI_d.lib is placed. Just add the needed directory to the VC++ directories.

If you need further assistence, come back to me here...
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williewight
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Re: New wiki article: Basic Ogre Framework

Post by williewight »

Well it only shows up in debug mode so I don't get that. Also I thought CEGUI was not part of the basic framework as it does not come with ORGE 1.7?

I am including the following directories
"G:\OgreSDK_vc9_v1-7-0\include";
"G:\OgreSDK_vc9_v1-7-0\boost_1_42\"

and linking

"G:\OgreSDK_vc9_v1-7-0\lib\debug";
"G:\OgreSDK_vc9_v1-7-0\boost_1_42\lib"

Thanks a lot for the help.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

Well, if you are using the latest Ogre (1.7) that won't work, simply because CEGUI isn't shipped with it anymore. CEGUI only worked in the older previous versions of the framework when build against Ogre 1.6.
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Re: New wiki article: Basic Ogre Framework

Post by williewight »

I was just saying that in the framework I downloaded CEGUI_d and another file are inputs in debug mode where I don't think they are supposed to be.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

Ah...now I got your point. New version is already uploaded which has the old/wrong linker debug configuration removed.
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Re: New wiki article: Basic Ogre Framework

Post by williewight »

I am still having the problem of the ogre options window shows up and there are not any options filled in to select from.
Thanks again
Willie
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spacegaier
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

Did you try to run the version I provided or what are you trying to do?

Do you have the plugins.cfg and the Ogre.cfg lying next to the .EXE as well as the needed DLL files?
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Re: New wiki article: Basic Ogre Framework

Post by williewight »

Yes I am trying to get your version to work. I copied all the files over for release mode and now that works properly. Thanks!

For debug mode I copied all of your media plugins.cfg and dlls but then realized they were not of the _d type and that they would probably not work in debug mode. I tried anyways and it crashes, if you added these files to your updated debug folder today then i'll get the new version.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

No, I REMOVED everything related to the debug version (mainly for size reasons). If you however want to build the framework in debug mode, you generally have to:

1. Make sure that the needed LIB files (the project links to) can be found by the IDE
2. Copy over the media folder
3. Copy over the debug DLL files from the OgreSDK
4. List de debug DLLs in the plugins.cfg file
5. Buildand run it...
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Re: New wiki article: Basic Ogre Framework

Post by nyxkn »

I think there's a little incoherence about how you keep timeSinceLastFrame in milliseconds, while FrameEvent timeSinceLastFrame is in seconds. Not sure whether it's just been overlooked or was on purpose, but I'd keep it in seconds, as to maintain some sort of formal similarity with the FrameEvent class (same in the Advanced version).
Anyway, this Framework of yours really helped me starting out with Ogre, so thanks for everything :)
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Re: New wiki article: Basic Ogre Framework

Post by BackwardsDown »

For linux-users, this:

Code: Select all

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
Ogre::WindowEventUtilities::messagePump();
should be replaced with this:

Code: Select all

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 || OGRE_PLATFORM == OGRE_PLATFORM_LINUX
Ogre::WindowEventUtilities::messagePump();
Or else I was only getting a black screen that did not react to mouse and keyboard input.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

@nyxkn: Yes, realized that some days ago as well, while using the framework as base for another project. I think I changed it to a float, storing the timeSinceLastFrame in seconds. Will probably change that.

@BackwardsDown: Thanks for the note.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

Update 2010/04/14:Reorganized and renewed the media as I previously used media from older SDK version, resulting in crashes when trying to run with Ogre 1.7 media.
  • old ogre head replaced
  • alloverlays removed and replaced by SdkTrays
That's how it looks now:
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Re: New wiki article: Basic Ogre Framework

Post by akinkhoo »

how do you separate the OIS from the framework?
I tried removing the code to a separate class and skip all it's functional for testing,
code complied but program seem to get struck at:
Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

What do you want to reach/mean with "remove "OIS"?

Did it work before your changes, because if it's really crashing where you said, that shouldn't have to do anthing with OIS, since that's related to Ogre's resource loading.
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Re: New wiki article: Basic Ogre Framework

Post by akinkhoo »

spacegaier wrote:What do you want to reach/mean with "remove "OIS"?
do not wish for the framework class to inherit OIS event thing as I want a event as part of a separate finite state class. yes it work in all modes before i commented the OIS codes. if I can't get it to work, then I just I will just have to pass everything over, it not a killer issue but it just seem weird to me, is there a dependency on OIS, as in do I need to initialize before the resource loader as I did remove things like:

Code: Select all

m_pInputMgr = OIS::InputManager::createInputSystem(paramList);
before it so order is changed.
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Re: New wiki article: Basic Ogre Framework

Post by AwAk3e »

When I try to run the project (through microsoft visual studio 2008) I get the error:

Code: Select all

Cannot open include file: 'SdkTrays.h': No such file or directory
I looked through this thread and seen no relevance to someone having the same problem and googling didn't really help me either.
Sorry to be of a problem with I'm sure a really stupid mistake, kind regards, AwAk3e.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

Are you using a Ogre 1.7 or newer? If so, make sure that the SdkTrays.h file is your OgreSDK folder and make sure that the directory it is in, is added to your VisualStudio global VC++ directories.
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Re: New wiki article: Basic Ogre Framework

Post by AwAk3e »

Ah I guess that is the problem, I never downloaded the latest release (as from what I saw there isn't a precompiled one yet?) and I have no experience in compiling things so I went with the older compiled version, 1.6.5.
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Re: New wiki article: Basic Ogre Framework

Post by spacegaier »

Sure, there is a precompiled version for Ogre 1.7 (I think we even have 1.7.1 now as a precompiled version).
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