New wiki article: Advanced Ogre Framework
- spacegaier
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Re: New wiki article: Advanced Ogre Framework
And you are definetly linking against the LIB files from the NEW SDK (so you removed the path to the old ones from IDE settings and added the new ones)?
Just rename all the locations of your old SDK so that they cannot be found by your IDE anymore, because I still think that there is a mixup on your machine...
Just rename all the locations of your old SDK so that they cannot be found by your IDE anymore, because I still think that there is a mixup on your machine...
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Re: New wiki article: Advanced Ogre Framework
ok, renamed the old ogresdk to "ogreoldsdk"
recompiled the minimal project (deffinately points to the new ogresdk/lib etc
copied the newly build exe to the new ogresdk/bin -> ran it and same error
very strange
recompiled the minimal project (deffinately points to the new ogresdk/lib etc
copied the newly build exe to the new ogresdk/bin -> ran it and same error
very strange
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Re: New wiki article: Advanced Ogre Framework
Just in the /bin folder or in the respective sub folder (either debug or release)? Is there (in the correct subfolder) an ogre.cfg and a plugins.cfg?copied the newly build exe to the new ogresdk/bin
Is there a log generated now?
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Re: New wiki article: Advanced Ogre Framework
still no ogre.log
copied the exe to ogresdk/bin/debug
there are the .cfgs that come with the ogresdk - i'll try copying over the .cfgs from the "working" older version, just in case.
copied those over, recompiled and still has that error :S
Thanks for your help so far
copied the exe to ogresdk/bin/debug
there are the .cfgs that come with the ogresdk - i'll try copying over the .cfgs from the "working" older version, just in case.
copied those over, recompiled and still has that error :S
Thanks for your help so far
Last edited by dave2041 on Sat Oct 10, 2009 2:27 pm, edited 1 time in total.
- spacegaier
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Re: New wiki article: Advanced Ogre Framework
Okay, to sum it up:
You have a compiled app, build against the new (1.6.X) Ogre version, that immediately crashes when trying to launch although the needed DLLs are there (otherwise the app would moan anyway), as well as the needed cfg files.
What excactly is the error message you get when trying to run it (not out of VisualStudio)?
You have a compiled app, build against the new (1.6.X) Ogre version, that immediately crashes when trying to launch although the needed DLLs are there (otherwise the app would moan anyway), as well as the needed cfg files.
What excactly is the error message you get when trying to run it (not out of VisualStudio)?
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Re: New wiki article: Advanced Ogre Framework
OK so, i get the same error message in or out of vs.
It doesn't create an ogre.log file so no joy there.
"the application failed to initialize properly (0xc0150002)"
from the VS output window:
similar problem http://www.ogre3d.org/forums/viewtopic.php?f=2&t=31774
their 'solution' was downgrading to 1.4.9 :/
Reinstalling the sp1 upgrades right now to triple check ~
It doesn't create an ogre.log file so no joy there.
"the application failed to initialize properly (0xc0150002)"
from the VS output window:
Code: Select all
'Ogre.exe': Loaded 'C:\Users\David\Desktop\BASIC OGRE\Ogre\bin\debug\Ogre.exe', Symbols loaded.
'Ogre.exe': Loaded 'C:\Windows\System32\ntdll.dll', No symbols loaded.
'Ogre.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', No symbols loaded.
'Ogre.exe': Loaded 'C:\Users\David\Desktop\BASIC OGRE\Ogre\bin\debug\OgreMain_d.dll', No symbols loaded.
Debugger:: An unhandled non-continuable exception was thrown during process load
The program '[6772] Ogre.exe: Native' has exited with code -1072365566 (0xc0150002).
their 'solution' was downgrading to 1.4.9 :/
Reinstalling the sp1 upgrades right now to triple check ~
- spacegaier
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Re: New wiki article: Advanced Ogre Framework
Downgrading can't be the proper solution. There must be another way.
Are you 10000% sure that you definetly have SP1 installed? So you did everything mentioned in this other thread? Are you using VS 8.0 or 9.0?
You could run DependencyWalker, in order to tell you if your app tries to load a not-existing DLL (has helped my once in a similar problem).
Are you 10000% sure that you definetly have SP1 installed? So you did everything mentioned in this other thread? Are you using VS 8.0 or 9.0?
You could run DependencyWalker, in order to tell you if your app tries to load a not-existing DLL (has helped my once in a similar problem).
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Re: New wiki article: Advanced Ogre Framework
well i really don't want to but i could uninstall / reinstall everything lol.
i know i have sp1 installed because i need it for XNA (Xbox 360 programming)
but i am reinstalling the sp1 and a small update from the m$ website so i'll see. if that doesn't work i'll run your reccomended dependency checker and if all else fails reinstall everything is my only option it seems.
Downgrading is very much not the solution i want to follow lol
Update: sp1 and the updates are definitely installed but no luck.
I'll try uninstalling and reinstalling a bit later
OK this is what dependency Walker spat out:
ok so from this post http://www.ogre3d.org/forums/viewtopic.php?f=2&t=42404 it sounds like i need to compile the dependencys myself. although i'm unsure how to do that (build from source?)
other option is to try reinstalling service pack 1 lol
i know i have sp1 installed because i need it for XNA (Xbox 360 programming)
but i am reinstalling the sp1 and a small update from the m$ website so i'll see. if that doesn't work i'll run your reccomended dependency checker and if all else fails reinstall everything is my only option it seems.
Downgrading is very much not the solution i want to follow lol
Update: sp1 and the updates are definitely installed but no luck.
I'll try uninstalling and reinstalling a bit later
OK this is what dependency Walker spat out:
Code: Select all
Error: The Side-by-Side configuration information for "c:\users\david\desktop\basic ogre\ogre\bin\debug\OGREMAIN_D.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail (14001).
Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module.
Error: Modules with different CPU types were found.
Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module.
other option is to try reinstalling service pack 1 lol
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Re: New wiki article: Advanced Ogre Framework
It's really frustrating because this is an awesome start towards a game i want to create
i ran the dependency walker for a project that i know works using the old ogreSDK and then ran it against the new ogreSDK and found this line to be the only difference in dependencywalker between the two:
so i think this is saying i need to recomile ogremain_d.dll :S ?
i am on a 64 bit vista platform but i shouldn't think that would matter :/
i ran the dependency walker for a project that i know works using the old ogreSDK and then ran it against the new ogreSDK and found this line to be the only difference in dependencywalker between the two:
Code: Select all
The Side-by-Side configuration information for "m:\ogresdk\bin\debug\OGREMAIN_D.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail (14001).
i am on a 64 bit vista platform but i shouldn't think that would matter :/
Last edited by dave2041 on Sat Oct 10, 2009 5:54 pm, edited 1 time in total.
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Re: New wiki article: Advanced Ogre Framework
spacegaier , I have a scene with the default states you made, "GameState" and "MenuState" and by default when you press escape in GameState, it exits GameState and resumes MenuState Now after that, in MenuState when you press the escape key, it cancels the program.
I would like something else to happen. When I press the escape key in the MenuState(after already loading GameState) I want it to pause Menu State and resume GameState again, showing the scene as I left it. How can I do this?
I been trying to experiment with push and pop but everything just calls GameState::enter and I do not want it to reload GameState.
I would like something else to happen. When I press the escape key in the MenuState(after already loading GameState) I want it to pause Menu State and resume GameState again, showing the scene as I left it. How can I do this?
I been trying to experiment with push and pop but everything just calls GameState::enter and I do not want it to reload GameState.
- spacegaier
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Re: New wiki article: Advanced Ogre Framework
Which VisualStudio are you using? Did you really take the correct SDK (there are different ones for different VS versions)?
Can you tell from DependencyWalker which DLLs are causing the problem?
Can you tell from DependencyWalker which DLLs are causing the problem?
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Re: New wiki article: Advanced Ogre Framework
@jonyhs: Honestly, I've never tried that and just recognized that it is not possible with the version as it is (at least I don't see the way). As I took just over the AppState-Concept, I am not 100%ly familar with it either...
But the first step would be to tell the GameState that if Esc is pressed, m_bQuit should NOT be set to true, as you don't want to leave this state but to pause it. Therefore call the function pause() instead of changing the boolean. And then in the pause() function of the GameState, add this line:
The problem is then that the MenuState doesn't really react as it is not the one currently in charge (according to the AppStateManager, that still thinks that GameState is active).
You probably have to extend the system a bit so that when you pause and resume, the AppStateManager will get a note of that. Will have to look into it a bit more in detail, but perhaps you can also come up with a solution yourself...
But the first step would be to tell the GameState that if Esc is pressed, m_bQuit should NOT be set to true, as you don't want to leave this state but to pause it. Therefore call the function pause() instead of changing the boolean. And then in the pause() function of the GameState, add this line:
Code: Select all
m_pParent->findByName("MenuState")->resume();
You probably have to extend the system a bit so that when you pause and resume, the AppStateManager will get a note of that. Will have to look into it a bit more in detail, but perhaps you can also come up with a solution yourself...
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Re: New wiki article: Advanced Ogre Framework
@jonyhs: sounds like you want a pause state. Why not make one? (I.E. go to pause state when you press escape and back to the game if you press escape again or have button's to go to the main menu/quit game
i got the ogre sdk for visual studio 2005
http://heanet.dl.sourceforge.net/projec ... 4_VC80.exe
anyways i'm uninstalling VS 2005 so i will do a reboot, reinstall vs 2005/sp1/ogre sdk all clean and see what happens. Hope this lengthy process works lol!
i got the ogre sdk for visual studio 2005
http://heanet.dl.sourceforge.net/projec ... 4_VC80.exe
anyways i'm uninstalling VS 2005 so i will do a reboot, reinstall vs 2005/sp1/ogre sdk all clean and see what happens. Hope this lengthy process works lol!
- spacegaier
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Re: New wiki article: Advanced Ogre Framework
Yes, introducing a new state would be possible, however it should also somehow be doable without an extra state. Just have to figure out a way (if I find the time)...
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Re: New wiki article: Advanced Ogre Framework
oh man... reinstalled vs2005 and sp1 and ogre and no luck!!! GRR lol running out of options fast
- spacegaier
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Re: New wiki article: Advanced Ogre Framework
Okay, then please open a new, extra thread for this and explain there again what we have tried so far. I am also run out of ideas and this thread here is only read by people using this framework, so a new thread got a higher chance to provide the solution. Sorry, for not being able to solve this issue .
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Re: New wiki article: Advanced Ogre Framework
Wait i might have it ...
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=51715 this thread pointed me to the answer
so i ran windows update and updated all the 2005 updates. BOOM, tyvm
ty for you help
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=51715 this thread pointed me to the answer
so i ran windows update and updated all the 2005 updates. BOOM, tyvm
ty for you help
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Re: New wiki article: Advanced Ogre Framework
Really glad it works now
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Re: New wiki article: Advanced Ogre Framework
Its Good to hear that it works
Ok to my problem I tried creating the new state, it works up until I press p to pause the game, instead of going to "PauseState" it goes back to "GameState"->enter(), which interns brings up an error because its trying to define a the scene stuff I have already. Anyways the real problem is a logical one, to find out why its going back to the GameState after I pause it.
Here is some code:
From DemoApp
When I press NewGame button:
When P is pressed in GameState (It SHOULD go to pause state, BUT IT DOESN'T; it just pauses GameState and starts it back from enter(), when it should actually be PauseState that it is starting from enter().
Called in GameState
Any Help?
Ok to my problem I tried creating the new state, it works up until I press p to pause the game, instead of going to "PauseState" it goes back to "GameState"->enter(), which interns brings up an error because its trying to define a the scene stuff I have already. Anyways the real problem is a logical one, to find out why its going back to the GameState after I pause it.
Here is some code:
From DemoApp
Code: Select all
m_pAppStateManager = new AppStateManager();
MenuState::create(m_pAppStateManager, "MenuState");
GameState::create(m_pAppStateManager, "GameState");
GameState::create(m_pAppStateManager, "PauseState");
m_pAppStateManager->start(m_pAppStateManager->findByName("MenuState"));
When I press NewGame button:
Code: Select all
void MenuState::onEnterButton(MyGUI::WidgetPtr _sender)
{
//this->pushAppState(findByName("GameState"));
//Not sure which, but accroding to code i think its the one below
this->changeAppState(findByName("GameState"));
}
When P is pressed in GameState (It SHOULD go to pause state, BUT IT DOESN'T; it just pauses GameState and starts it back from enter(), when it should actually be PauseState that it is starting from enter().
Called in GameState
Code: Select all
if(OgreFramework::getSingletonPtr()->m_pKeyboard->isKeyDown(OIS::KC_P))
{
//m_bQuit = true;
this->pushAppState(findByName("PauseState"));
return true;
}
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Re: New wiki article: Advanced Ogre Framework
should you not be pushing the gamestate ? rather than changing it as its already been added?
i'm thinking that each state that gets pushed is paused~ so the one on top is the only one active
i'm thinking that each state that gets pushed is paused~ so the one on top is the only one active
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Re: New wiki article: Advanced Ogre Framework
even when I changed this
to this
It still does not do it, it does the same thing as I stated before, (it just pauses GameState and starts it (GameState) back from enter() )
Any ideas? I think there is probably I logical flaw with the states?
Code: Select all
void MenuState::onEnterButton(MyGUI::WidgetPtr _sender)
{
//this->pushAppState(findByName("GameState"));
//Not sure which, but accroding to code i think its the one below
this->changeAppState(findByName("GameState"));
}
Code: Select all
void MenuState::onEnterButton(MyGUI::WidgetPtr _sender)
{
this->pushAppState(findByName("GameState"));
}
Any ideas? I think there is probably I logical flaw with the states?
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Re: New wiki article: Advanced Ogre Framework
i'm confused. when you enter the gamestate isn't the menu state paused?
and by that logic if you then push on the pausestate from the game state shouldn't the gamestate be paused? untill you pop the pausestate. Thats how i thought it would work ~
and by that logic if you then push on the pausestate from the game state shouldn't the gamestate be paused? untill you pop the pausestate. Thats how i thought it would work ~
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Re: New wiki article: Advanced Ogre Framework
Im confused too.. I agree with what you are saying but unfortunately that is not what is happening when I run my app.dave2041 wrote:i'm confused. when you enter the gamestate isn't the menu state paused?
and by that logic if you then push on the pausestate from the game state shouldn't the gamestate be paused? untill you pop the pausestate. Thats how i thought it would work ~
This will point out to you what is happening in my program:
Code: Select all
15:17:12: Creating resource group General
15:17:12: Creating resource group Internal
15:17:12: Creating resource group Autodetect
15:17:12: SceneManagerFactory for type 'DefaultSceneManager' registered.
15:17:12: Registering ResourceManager for type Material
15:17:12: Registering ResourceManager for type Mesh
15:17:12: Registering ResourceManager for type Skeleton
15:17:12: MovableObjectFactory for type 'ParticleSystem' registered.
15:17:12: OverlayElementFactory for type Panel registered.
15:17:12: OverlayElementFactory for type BorderPanel registered.
15:17:12: OverlayElementFactory for type TextArea registered.
15:17:12: Registering ResourceManager for type Font
15:17:12: ArchiveFactory for archive type FileSystem registered.
15:17:12: ArchiveFactory for archive type Zip registered.
15:17:12: FreeImage version: 3.10.0
15:17:12: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
15:17:12: 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
15:17:12: DDS codec registering
15:17:12: Registering ResourceManager for type HighLevelGpuProgram
15:17:12: Registering ResourceManager for type Compositor
15:17:12: MovableObjectFactory for type 'Entity' registered.
15:17:12: MovableObjectFactory for type 'Light' registered.
15:17:12: MovableObjectFactory for type 'BillboardSet' registered.
15:17:12: MovableObjectFactory for type 'ManualObject' registered.
15:17:12: MovableObjectFactory for type 'BillboardChain' registered.
15:17:12: MovableObjectFactory for type 'RibbonTrail' registered.
15:17:12: Loading library .\RenderSystem_Direct3D9_d
15:17:12: Installing plugin: D3D9 RenderSystem
15:17:12: D3D9 : Direct3D9 Rendering Subsystem created.
15:17:12: D3D9: Driver Detection Starts
15:17:12: D3D9: Driver Detection Ends
15:17:12: Plugin successfully installed
15:17:12: Loading library .\RenderSystem_GL_d
15:17:12: Installing plugin: GL RenderSystem
15:17:12: OpenGL Rendering Subsystem created.
15:17:12: Plugin successfully installed
15:17:12: Loading library .\Plugin_OctreeSceneManager_d
15:17:12: Installing plugin: Octree & Terrain Scene Manager
15:17:12: Plugin successfully installed
15:17:12: Loading library .\RenderSystem_Direct3D10_d
15:17:12: Installing plugin: D3D10 RenderSystem
15:17:12: D3D10 : Direct3D10 Rendering Subsystem created.
15:17:41: D3D10: Driver Detection Starts
15:17:41: D3D10: Driver Detection Ends
15:17:41: Plugin successfully installed
15:17:41: Loading library .\Plugin_ParticleFX_d
15:17:41: Installing plugin: ParticleFX
15:17:41: Particle Emitter Type 'Point' registered
15:17:41: Particle Emitter Type 'Box' registered
15:17:41: Particle Emitter Type 'Ellipsoid' registered
15:17:41: Particle Emitter Type 'Cylinder' registered
15:17:41: Particle Emitter Type 'Ring' registered
15:17:41: Particle Emitter Type 'HollowEllipsoid' registered
15:17:41: Particle Affector Type 'LinearForce' registered
15:17:41: Particle Affector Type 'ColourFader' registered
15:17:41: Particle Affector Type 'ColourFader2' registered
15:17:41: Particle Affector Type 'ColourImage' registered
15:17:41: Particle Affector Type 'ColourInterpolator' registered
15:17:41: Particle Affector Type 'Scaler' registered
15:17:41: Particle Affector Type 'Rotator' registered
15:17:41: Particle Affector Type 'DirectionRandomiser' registered
15:17:41: Particle Affector Type 'DeflectorPlane' registered
15:17:41: Plugin successfully installed
15:17:41: Loading library .\Plugin_CgProgramManager_d
15:17:41: Installing plugin: Cg Program Manager
15:17:42: Plugin successfully installed
15:17:42: Loading library .\Caelum_d
15:17:42: Installing plugin: Caelum
15:17:42: Caelum plugin version 0.5.0 installed
15:17:42: Registering ResourceManager for type PropertyScript
15:17:42: Plugin successfully installed
15:17:42: *-*-* OGRE Initialising
15:17:42: *-*-* Version 1.7.0dev-unstable (Cthugha)
15:17:42: D3D10 : RenderSystem Option: Allow NVPerfHUD = No
15:17:42: D3D10 : RenderSystem Option: Driver type = Hardware
15:17:42: D3D10 : RenderSystem Option: FSAA = 0
15:17:42: D3D10 : RenderSystem Option: Floating-point mode = Fastest
15:17:42: D3D10 : RenderSystem Option: Full Screen = No
15:17:42: D3D10 : RenderSystem Option: Information Queue Exceptions Bottom Level = Info (exception on any message)
15:17:42: D3D10 : RenderSystem Option: Rendering Device = Mobile Intel(R) 4 Series Express Chipset Family
15:17:42: D3D10 : RenderSystem Option: VSync = No
15:17:42: D3D10 : RenderSystem Option: VSync Interval = 1
15:17:42: D3D10 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
15:17:42: D3D10 : RenderSystem Option: sRGB Gamma Conversion = No
15:17:42: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
15:17:42: D3D9 : RenderSystem Option: FSAA = 0
15:17:42: D3D9 : RenderSystem Option: Floating-point mode = Fastest
15:17:42: D3D9 : RenderSystem Option: Full Screen = No
15:17:42: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-Mobile Intel(R) 4 Series Express Chipset Family
15:17:42: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
15:17:42: D3D9 : RenderSystem Option: VSync = No
15:17:42: D3D9 : RenderSystem Option: VSync Interval = 1
15:17:42: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
15:17:42: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
15:17:45: CPU Identifier & Features
15:17:45: -------------------------
15:17:45: * CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU T5800 @ 2.00GHz
15:17:45: * SSE: yes
15:17:45: * SSE2: yes
15:17:45: * SSE3: yes
15:17:45: * MMX: yes
15:17:45: * MMXEXT: yes
15:17:45: * 3DNOW: no
15:17:45: * 3DNOWEXT: no
15:17:45: * CMOV: yes
15:17:45: * TSC: yes
15:17:45: * FPU: yes
15:17:45: * PRO: yes
15:17:45: * HT: no
15:17:45: -------------------------
15:17:45: D3D9 : Subsystem Initialising
15:17:45: Registering ResourceManager for type Texture
15:17:45: Registering ResourceManager for type GpuProgram
15:17:45: D3D9RenderSystem::_createRenderWindow "Advance Ogre Framework", 800x600 windowed miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1
15:17:45: D3D9 : Created D3D9 Rendering Window 'Advance Ogre Framework' : 800x600, 32bpp
15:17:45: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
15:17:45: D3D9: Vertex texture format supported - PF_L8
15:17:45: D3D9: Vertex texture format supported - PF_L16
15:17:45: D3D9: Vertex texture format supported - PF_A8
15:17:45: D3D9: Vertex texture format supported - PF_A4L4
15:17:45: D3D9: Vertex texture format supported - PF_BYTE_LA
15:17:45: D3D9: Vertex texture format supported - PF_R5G6B5
15:17:45: D3D9: Vertex texture format supported - PF_B5G6R5
15:17:45: D3D9: Vertex texture format supported - PF_A4R4G4B4
15:17:45: D3D9: Vertex texture format supported - PF_A1R5G5B5
15:17:45: D3D9: Vertex texture format supported - PF_A8R8G8B8
15:17:45: D3D9: Vertex texture format supported - PF_B8G8R8A8
15:17:45: D3D9: Vertex texture format supported - PF_A2R10G10B10
15:17:45: D3D9: Vertex texture format supported - PF_DXT1
15:17:45: D3D9: Vertex texture format supported - PF_DXT2
15:17:45: D3D9: Vertex texture format supported - PF_DXT3
15:17:45: D3D9: Vertex texture format supported - PF_DXT4
15:17:45: D3D9: Vertex texture format supported - PF_DXT5
15:17:45: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
15:17:45: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
15:17:45: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
15:17:45: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
15:17:45: D3D9: Vertex texture format supported - PF_X8R8G8B8
15:17:45: D3D9: Vertex texture format supported - PF_R8G8B8A8
15:17:45: D3D9: Vertex texture format supported - PF_DEPTH
15:17:45: D3D9: Vertex texture format supported - PF_SHORT_RGBA
15:17:45: D3D9: Vertex texture format supported - PF_FLOAT16_R
15:17:45: D3D9: Vertex texture format supported - PF_FLOAT32_R
15:17:45: D3D9: Vertex texture format supported - PF_SHORT_GR
15:17:45: D3D9: Vertex texture format supported - PF_FLOAT16_GR
15:17:45: D3D9: Vertex texture format supported - PF_FLOAT32_GR
15:17:45: D3D9: Vertex texture format supported - PF_SHORT_RGB
15:17:45: RenderSystem capabilities
15:17:45: -------------------------
15:17:45: RenderSystem Name: Direct3D9 Rendering Subsystem
15:17:45: GPU Vendor: intel
15:17:45: Device Name: Monitor-1-Mobile Intel(R) 4 Series Express Chipset Family
15:17:45: Driver Version: 8.15.10.1872
15:17:45: * Fixed function pipeline: yes
15:17:45: * Hardware generation of mipmaps: yes
15:17:45: * Texture blending: yes
15:17:45: * Anisotropic texture filtering: yes
15:17:45: * Dot product texture operation: yes
15:17:45: * Cube mapping: yes
15:17:45: * Hardware stencil buffer: yes
15:17:45: - Stencil depth: 8
15:17:45: - Two sided stencil support: yes
15:17:45: - Wrap stencil values: yes
15:17:45: * Hardware vertex / index buffers: yes
15:17:45: * Vertex programs: yes
15:17:45: * Number of floating-point constants for vertex programs: 256
15:17:45: * Number of integer constants for vertex programs: 16
15:17:45: * Number of boolean constants for vertex programs: 16
15:17:45: * Fragment programs: yes
15:17:45: * Number of floating-point constants for fragment programs: 224
15:17:45: * Number of integer constants for fragment programs: 16
15:17:45: * Number of boolean constants for fragment programs: 16
15:17:45: * Geometry programs: no
15:17:45: * Number of floating-point constants for geometry programs: 0
15:17:45: * Number of integer constants for geometry programs: 0
15:17:45: * Number of boolean constants for geometry programs: 0
15:17:45: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
15:17:45: * Texture Compression: yes
15:17:45: - DXT: yes
15:17:45: - VTC: no
15:17:45: - PVRTC: no
15:17:45: * Scissor Rectangle: yes
15:17:45: * Hardware Occlusion Query: yes
15:17:45: * User clip planes: yes
15:17:45: * VET_UBYTE4 vertex element type: yes
15:17:45: * Infinite far plane projection: yes
15:17:45: * Hardware render-to-texture: yes
15:17:45: * Floating point textures: yes
15:17:45: * Non-power-of-two textures: yes (limited)
15:17:45: * Volume textures: yes
15:17:45: * Multiple Render Targets: 4
15:17:45: - With different bit depths: yes
15:17:45: * Point Sprites: yes
15:17:45: * Extended point parameters: yes
15:17:45: * Max Point Size: 10
15:17:45: * Vertex texture fetch: yes
15:17:45: * Number of world matrices: 0
15:17:45: * Number of texture units: 8
15:17:45: * Stencil buffer depth: 8
15:17:45: * Number of vertex blend matrices: 0
15:17:45: - Max vertex textures: 4
15:17:45: - Vertex textures shared: no
15:17:45: * Render to Vertex Buffer : no
15:17:45: * DirectX per stage constants: yes
15:17:45: ***************************************
15:17:45: *** D3D9 : Subsystem Initialised OK ***
15:17:45: ***************************************
15:17:45: DefaultWorkQueue('Root') initialising on thread 0068D358.
15:17:45: Particle Renderer Type 'billboard' registered
15:17:45: SceneManagerFactory for type 'OctreeSceneManager' registered.
15:17:45: SceneManagerFactory for type 'TerrainSceneManager' registered.
15:17:45: DefaultWorkQueue('Root')::WorkerFunc - thread 051986A0 starting.
15:17:45: DefaultWorkQueue('Root')::WorkerFunc - thread 051997E8 starting.
15:17:46: Creating resource group Bootstrap
15:17:46: Added resource location '../GameAssets/packs/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
15:17:46: Creating resource group Brushes
15:17:46: Added resource location '../GameAssets/Media/brushes' of type 'FileSystem' to resource group 'Brushes'
15:17:46: Creating resource group EditorResources
15:17:46: Added resource location '../GameAssets/Media/EditorResources' of type 'FileSystem' to resource group 'EditorResources'
15:17:46: Added resource location '../GameAssets' of type 'FileSystem' to resource group 'General'
15:17:46: Added resource location '../GameAssets/mygui_media' of type 'FileSystem' to resource group 'General'
15:17:46: Added resource location '../GameAssets/materials/scripts' of type 'FileSystem' to resource group 'General'
15:17:46: Added resource location '../GameAssets/Media/OgreTerrain' of type 'FileSystem' to resource group 'General'
15:17:46: Creating resource group TerrainTextures
15:17:46: Added resource location '../GameAssets/Media/TerrainTextures' of type 'FileSystem' to resource group 'TerrainTextures'
15:17:46: Parsing scripts for resource group Autodetect
15:17:46: Finished parsing scripts for resource group Autodetect
15:17:46: Parsing scripts for resource group Bootstrap
15:17:46: Parsing script OgreCore.material
15:17:46: Parsing script OgreProfiler.material
15:17:46: Parsing script Ogre.fontdef
15:17:46: Parsing script OgreDebugPanel.overlay
15:17:46: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
15:17:46: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
15:17:46: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
15:17:46: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
15:17:46: Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
15:17:46: Parsing script OgreLoadingPanel.overlay
15:17:46: Finished parsing scripts for resource group Bootstrap
15:17:46: Parsing scripts for resource group Brushes
15:17:46: Finished parsing scripts for resource group Brushes
15:17:46: Parsing scripts for resource group EditorResources
15:17:46: Parsing script Ogitor.material
15:17:46: Finished parsing scripts for resource group EditorResources
15:17:46: Parsing scripts for resource group General
15:17:46: Parsing script Ogre.material
15:17:46: Parsing script Example.material
15:17:47: Finished parsing scripts for resource group General
15:17:47: Parsing scripts for resource group Internal
15:17:47: Finished parsing scripts for resource group Internal
15:17:47: Parsing scripts for resource group TerrainTextures
15:17:47: Finished parsing scripts for resource group TerrainTextures
15:17:47: --------------Before Timer Reset-------------
15:17:47: --------------After Timer Reset-------------
15:17:47: Texture: 39548928_TrueTypeFont: Loading 1 faces(PF_BYTE_LA,512x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x256x1.
15:17:47: Texture: 39618560_TrueTypeFont: Loading 1 faces(PF_BYTE_LA,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,256x256x1.
15:17:47: Texture: core_micro_font.PNG: Loading 1 faces(PF_A8R8G8B8,512x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x128x1.
15:17:48: Texture: core.png: Loading 1 faces(PF_A8R8G8B8,1024x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x256x1.
15:17:48: --------------After MyGUI -------------
15:17:48: --------------After loading Overlay-------------
15:17:48: Demo initialized!
[b]15:17:48: Entering MenuState...[/b]
15:17:54: Texture: core_pointer.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
[b]15:18:45: Pausing MenuState...[/b]
[b]15:18:57: Entering GameState...[/b]
15:18:57: Creating resource group ProjectResources
15:18:57: Added resource location 'SampleScene/Models' of type 'FileSystem' to resource group 'ProjectResources'
15:18:57: Added resource location 'SampleScene/Materials' of type 'FileSystem' to resource group 'ProjectResources'
15:18:57: Initialising resource group ProjectResources
15:18:57: Parsing scripts for resource group ProjectResources
15:18:57: Parsing script StdQuad_vp.program
15:18:57: Parsing script Barrel.material
15:18:57: Parsing script BlackAndWhite.material
15:18:57: Parsing script Dwarf.material
15:18:57: Parsing script fence4.material
15:18:57: Parsing script hang.bridge.01.material
15:18:57: Parsing script highlander.house.01.material
15:18:58: Parsing script ogre.material
15:18:58: Parsing script rock.05.material
15:18:58: Parsing script rock.07.material
15:18:58: Parsing script skeltorch.material
15:18:58: Parsing script ssao.material
15:18:58: Parsing script tree.05.material
15:18:58: Parsing script tree.07.material
15:18:58: Parsing script tree.09.material
15:18:58: Parsing script BW.compositor
15:18:58: Parsing script ssao.compositor
15:18:58: Finished parsing scripts for resource group ProjectResources
15:18:58: Mesh: Loading scbCamera.mesh.
15:18:58: WARNING: scbCamera.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:18:58: Creating resource group TerrainResources
15:18:58: Added resource location 'SampleScene/Terrain' of type 'FileSystem' to resource group 'TerrainResources'
15:18:58: Mesh: Loading scbArrowEx.mesh.
15:18:58: WARNING: scbArrowEx.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:18:58: Terrain created; size=513 minBatch=33 maxBatch=65 treeDepth=4 lodLevels=5 leafLods=2
15:19:01: D3D9 : Loading 2D Texture, image name : 'dirt_grayrocky_diffusespecular.dds' with 5 mip map levels
15:19:01: D3D9 : Loading 2D Texture, image name : 'dirt_grayrocky_normalheight.dds' with 5 mip map levels
15:19:01: Texture: jungle_0_diffuse.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:19:01: Texture: jungle_0_normal.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:19:01: Texture: city_0_diffuse.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:19:01: Texture: city_0_normal.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:19:02: Mesh: Loading scbLight_Direct.mesh.
15:19:02: WARNING: scbLight_Direct.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:19:02: Mesh: Loading Ogre.mesh.
15:19:03: Skeleton: Loading Ogre.skeleton
15:19:03: WARNING: Ogre.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:19:03: Texture: ogre.tex.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:19:03: Texture: ogreahead.tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:19:04: Mesh: Loading highlanderhouse.01.mesh.
15:19:04: WARNING: highlanderhouse.01.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:19:04: Texture: highlander.house.01.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
///Hit puase key///
[b]15:22:18: Pausing GameState...[/b]
[b]15:22:54: Entering GameState...[/b]
////That line above should say entering PauseState!!! :x , and so since it is trying to declare the snenemanager again it gives an exception error (below)
15:22:59: OGRE EXCEPTION(4:ItemIdentityException): SceneManager instance called 'GameSceneMgr' already exists in SceneManagerEnumerator::createSceneManager at ..\..\OgreSVNTrunk\OgreMain\src\OgreSceneManagerEnumerator.cpp (line 202)
15:23:31: DefaultWorkQueue('Root') shutting down on thread 0068D358.
15:23:31: DefaultWorkQueue('Root')::WorkerFunc - thread 051997E8 stopped.
15:23:31: DefaultWorkQueue('Root')::WorkerFunc - thread 051986A0 stopped.
15:23:31: *-*-* OGRE Shutdown
15:23:31: Unregistering ResourceManager for type Compositor
15:23:31: Unregistering ResourceManager for type Font
15:23:31: Unregistering ResourceManager for type Skeleton
15:23:31: Unregistering ResourceManager for type Mesh
15:23:31: Unregistering ResourceManager for type HighLevelGpuProgram
15:23:31: Uninstalling plugin: Caelum
15:23:31: Unregistering ResourceManager for type PropertyScript
15:23:31: Caelum plugin uninstalled
15:23:31: Plugin successfully uninstalled
15:23:31: Unloading library .\Caelum_d
15:23:31: Uninstalling plugin: Cg Program Manager
15:23:31: Plugin successfully uninstalled
15:23:31: Unloading library .\Plugin_CgProgramManager_d
15:23:31: Uninstalling plugin: ParticleFX
15:23:31: Plugin successfully uninstalled
15:23:31: Unloading library .\Plugin_ParticleFX_d
15:23:31: Uninstalling plugin: D3D10 RenderSystem
15:23:31: D3D10 : Shutting down cleanly.
15:23:31: D3D10 : Direct3D10 Rendering Subsystem destroyed.
15:23:31: Plugin successfully uninstalled
15:23:31: Unloading library .\RenderSystem_Direct3D10_d
15:23:31: Uninstalling plugin: Octree & Terrain Scene Manager
15:23:31: Plugin successfully uninstalled
15:23:31: Unloading library .\Plugin_OctreeSceneManager_d
15:23:31: Uninstalling plugin: GL RenderSystem
15:23:31: *** Stopping Win32GL Subsystem ***
15:23:31: Plugin successfully uninstalled
15:23:31: Unloading library .\RenderSystem_GL_d
15:23:31: Uninstalling plugin: D3D9 RenderSystem
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: core_micro_font.PNG
15:23:31: Released D3D9 texture: core_micro_font.PNG
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: core.png
15:23:31: Released D3D9 texture: core.png
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: core_pointer.png
15:23:31: Released D3D9 texture: core_pointer.png
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: OgitorDecalTexture
15:23:31: Released D3D9 texture: OgitorDecalTexture
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: TerrBlend1
15:23:31: Released D3D9 texture: TerrBlend1
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: OgreTerrain/308089778/nm
15:23:31: Released D3D9 texture: OgreTerrain/308089778/nm
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: OgreTerrain/308089778/lm
15:23:31: Released D3D9 texture: OgreTerrain/308089778/lm
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: OgreTerrain/308089778/comp
15:23:31: Released D3D9 texture: OgreTerrain/308089778/comp
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: dirt_grayrocky_diffusespecular.dds
15:23:31: Released D3D9 texture: dirt_grayrocky_diffusespecular.dds
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: dirt_grayrocky_normalheight.dds
15:23:31: Released D3D9 texture: dirt_grayrocky_normalheight.dds
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: jungle_0_diffuse.png
15:23:31: Released D3D9 texture: jungle_0_diffuse.png
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: jungle_0_normal.png
15:23:31: Released D3D9 texture: jungle_0_normal.png
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: city_0_diffuse.png
15:23:31: Released D3D9 texture: city_0_diffuse.png
15:23:31: D3D9 device: 0x[030F3800] destroy. Releasing D3D9 texture: city_0_normal.png
15:23:31: Released D3D9 texture: city_0_normal.png
15:23:31: D3D9 : Shutting down cleanly.
15:23:31: Unregistering ResourceManager for type Texture
15:23:31: Unregistering ResourceManager for type GpuProgram
15:23:31: D3D9 : Direct3D9 Rendering Subsystem destroyed.
15:23:31: Plugin successfully uninstalled
15:23:31: Unloading library .\RenderSystem_Direct3D9_d
15:23:31: Unregistering ResourceManager for type Material
15:23:31: DefaultWorkQueue('Root') shutting down on thread 0068D358.
-
- Halfling
- Posts: 71
- Joined: Fri Apr 24, 2009 12:55 pm
Re: New wiki article: Advanced Ogre Framework
i've got one for you, changed st_generic to ST_EXTERIOR_CLOSE in order to use a terrain,
loaded in my terrain
// World geometry
m_pSceneMgr->setWorldGeometry("terrain.cfg");
and when i click the ogre head the program crashes lol!
OH! ran it through witha breakpoint and it exits when its iterating through the results of the ray query. i think that i might be trying to select the terrain :S! well... calling a function that the terrain wont hold anyway.
loaded in my terrain
// World geometry
m_pSceneMgr->setWorldGeometry("terrain.cfg");
and when i click the ogre head the program crashes lol!
OH! ran it through witha breakpoint and it exits when its iterating through the results of the ray query. i think that i might be trying to select the terrain :S! well... calling a function that the terrain wont hold anyway.
- spacegaier
- OGRE Team Member
- Posts: 4304
- Joined: Mon Feb 04, 2008 2:02 pm
- Location: Germany
- x 135
- Contact:
Re: New wiki article: Advanced Ogre Framework
Hey guys, I will most certainly look into this tomorrow.
@jonyhs: Your problem is that somewhere enter() is called more than once, resulting in the fact that Ogre tries to create a second SceneManager with a name that already was used (and since these names have to be unqiue for identification, Ogre crashes). Perhaps the whole issue with the resume / pause / extra pause state could be solved by just removing all the stuff from the enter() function that is meant to only be excuted once (like the SceneManager creation) and in change put them into the StateConstructor or another function only be called once. Then there could even be no need to change the whole AppState system at all. Haven't tried that yet, but could work...
@dave2041: This ST_EXTERIOR_CLOSE is no feature of my framework, but a general Ogre one (just for the unlikely case that you didn't know )
@jonyhs: Your problem is that somewhere enter() is called more than once, resulting in the fact that Ogre tries to create a second SceneManager with a name that already was used (and since these names have to be unqiue for identification, Ogre crashes). Perhaps the whole issue with the resume / pause / extra pause state could be solved by just removing all the stuff from the enter() function that is meant to only be excuted once (like the SceneManager creation) and in change put them into the StateConstructor or another function only be called once. Then there could even be no need to change the whole AppState system at all. Haven't tried that yet, but could work...
@dave2041: This ST_EXTERIOR_CLOSE is no feature of my framework, but a general Ogre one (just for the unlikely case that you didn't know )
Ogre Admin [Admin, Dev, PR, Finance, Wiki, etc.] | BasicOgreFramework | AdvancedOgreFramework
Don't know what to do in your spare time? Help the Ogre wiki grow! Or squash a bug...
Don't know what to do in your spare time? Help the Ogre wiki grow! Or squash a bug...