I have the name of my scene manager, but I don't know whether this will be that nice.
Just to clear that up: You would advise me to remove as many members from OgreFramework as possible even if that makes the code more complicated to read? So use things like that:
Should I then create string members to store all the names of the SceneManager, the Camera, the Log, ...?
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Just to clear that up: You would advise me to remove as many members from OgreFramework as possible even if that makes the code more complicated to read? So use things like that:
-IMO-
Neither solution is "perfect". One will require you to pass around a lot of pointer or references. The other will require lookups such as the code you posted. Generally, I don't see it being much more than a preference of style. I just happen to prefer the latter.
Yeah...you are right. It's mostly a matter of style and one's preferences. Therefore, I'll leave it with the member variables.
EDIT: I added a note in the article concerning this topic.
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Yes, you are right. m_pOgreFramework isn't needed aymore (it was used in previous versions). Now, Ogre::Framework is a singleton and therefore can directly be accessed.
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You're welcome. Always nice to get some positive feedback !
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..\src\OgreFramework.cpp:8: error: too few template-parameter-lists
..\src\OgreFramework.cpp: In member function `void OgreFramework::initOgre(Ogre::String, OIS::KeyListener*, OIS::MouseListener*)':
..\src\OgreFramework.cpp:53: warning: unused variable 'logMgr'
Did you even try compiling this yourself :o? You're missing a namespace/haven't put Ogre:: in front of things, not to mention several other things like that.
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Yes, I compiled it (there is even a link to a out-of-the-box running version). Works perfectly for me.
If I should have forgotten to insert a Ogre:: somewhere, I'd be happy if you change it in the wiki.
For the problem with the singleton: I have no clue where this problem comes from.
EDIT: Which Ogre version are you using?
EDIT II: What are these "other things" that doesn't work you are making allusion to?
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Thanks for the link. I changed it in the wiki as well as in the version, I've uploaded to run out-of-the-box. Glad that everything works fine now.
Could you tell me which older version you were using? Then I could at least add a note in the article or even try to find a workaround.
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When I build the code in the tutorial, it works fine.. however whenever I press the ESC key the mouse returns to normal use ( as in its not captured by OIS anymore)... however the application window stays there and cannot be shutdown normall ( I have to end the proccess).
Im running ubuntu 8.04, and the latest SVN from branches/v1-6. Any suggestions as to why this might be?
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I read through the other post and didnt really spot anything that it could be. I've checked the version of ois here, and the package manager says its "0.99+1.0rc1-2.1"... I'm going to download ois from souce and see if that will change anything ( I think the latest is 1.4 or something isnt it?)...
Some of the examples (as in based off ExampleApplication.h instead of this new framework) dont work - but they have a different issue (on load up they quit though I havent had time to read through the logs etc).
do you think that building ois from source could fix it ( because I dont want to if I dont have to).
Thanks!
Do the Ogre samples work for you? And did you check my uploaded version as proposed in my post before?
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I mentioned in my previous post that some of the samples dont work - however they fail on a different error.... and I cannot run your exe...... exe=windoze (though I tried wine and no success (wouldnt run full stop so different issue altogether)....
Hi again! I can run the sample fine, but when I try compiling it myself and then running it, it shuts down after the configdialog.
I tried compiling against 1.6.0 and 1.6.1, and using directx and opengl, all give the same problem:
...13:32:00: * GL 1.5 without VBO workaround: no
13:32:00: * Frame Buffer objects: yes
13:32:00: * Frame Buffer objects (ARB extension): no
13:32:00: * Frame Buffer objects (ATI extension): no
13:32:00: * PBuffer suppport: no
13:32:00: * GL 1.5 without HW-occlusion workaround: no
13:32:00: Registering ResourceManager for type Texture
13:32:00: ResourceBackgroundQueue - threading disabled
13:32:00: Particle Renderer Type 'billboard' registered
CRASH!
Usually after registering the billboard, it should parse resource.cfg and create the 'bootstrap' resource group, so I guess that is where it is crashing... but I have no idea why. Any thoughts?
Where exactly does it crash? Did you check that resource.cfg and all the resources are correct (so that the problem can't be caused by them)?
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Got it up and running. Seeing that big ugly ogre head was such a welcome sight hehe. I overwrote the included dll files with fresh ones from the ogre1.6.1 sdk, and that did the trick. I guess they were from a different version of ogre. This was probably a silly oversight on my part... still a bit new to this. Anyways I'm looking forward to playing around with this framework, thanks again!
Hi, just looking at the framework now. Glad there was something like this around, the tutes all use ExampleFramework, and I came away from them clueless as to how to handle resources and such. Something like this, where it's all out in the open, is much better. The only tute that came close was Tute 6, but it goes to the other extreme and doesn't give you anything to work with.
To make things easier, you might change some of the includes, to save people having to add more stuff to the directory paths. Instead of #include <OISEvents.h>, #include <OIS/OISEvents.h> would be better since I already had the ogre includes folder set but not the specific OIS sub-folder.
I constantly get a garbage figure for my "worst fps" readout, it says my worst fps is 2.3831e-007 4294967157ms. None of the other demo apps or tutorials print such a bizarre value. What's causing this, and how can I fix it?
Edit: After looking through the API, I tried adding a call to resetStatistics() to the runDemo() function, just above the main while loop. Seems to have fixed the weird "worst fps" number, hopefully this is the correct way.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.