New wiki article: Advanced Ogre Framework
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singmelody
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Re: New wiki article: Advanced Ogre Framework
Thanks for your answer
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Shtuka
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Re: New wiki article: Advanced Ogre Framework
I'm trying to get http://ogre3d-up.googlecode.com/files/A ... -1.7.1.rar working: It crashes in the line in AdvancedOgreFramework.cpp
What am I doing wrong?
The workaround here: http://www.cegui.org.uk/phpBB2/viewtopi ... =10&t=5432 didn't work.
Code: Select all
m_pGUIRenderer = &CEGUI::OgreRenderer::bootstrapSystem(*m_pRenderWnd);What am I doing wrong?
The workaround here: http://www.cegui.org.uk/phpBB2/viewtopi ... =10&t=5432 didn't work.
Last edited by Shtuka on Fri Aug 05, 2011 8:03 pm, edited 1 time in total.
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
I cannot assist here since this is not the "official" framework, but a modfied CEGUI version. Haven't used the new CEGUI system so far, so no idea other than possible null pointers.
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jacmoe
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Re: New wiki article: Advanced Ogre Framework
A feature request:
handle the CEGUI exception and echo it to the user / log it.
Just wrap it in a try/catch.
That would solve so many problems when you actually get to know what the problem is.
handle the CEGUI exception and echo it to the user / log it.
Just wrap it in a try/catch.
That would solve so many problems when you actually get to know what the problem is.
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
Was that directed at me? If yes: You must have misunderstood something: The above mentioned code is not part of my framework but rather a piece of someone's attempt to port my framework to use CEGUI. So not my code base -> I cannot add any try/catchjacmoe wrote:A feature request:
handle the CEGUI exception and echo it to the user / log it.
Just wrap it in a try/catch.
That would solve so many problems when you actually get to know what the problem is.
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jacmoe
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Re: New wiki article: Advanced Ogre Framework
So why's he posting for help here then? 
In that case it was directed squarely at him - not you.
In that case it was directed squarely at him - not you.
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d2allgr
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Re: New wiki article: Advanced Ogre Framework
Is this framework compatible with ogre 1.7.3?
I successfully compiled it against 1.7.3 and in either debug or release, when I click the head the following appears:
Call stack:
The corresponding lines are:
OgreDefaultSceneQueries.cpp, 157
GameState.cpp, 241
GameState.cpp, 200-201
The code is unmodified from your archive, so I am not sure if I did something wrong to cause this.
Any help would be appreciated.
PS: I am using Visual Studio 2010
I successfully compiled it against 1.7.3 and in either debug or release, when I click the head the following appears:
Code: Select all
First-chance exception at 0x0f97456d (OgreMain_d.dll) in project1.exe: 0xC0000005: Access violation reading location 0x409d694b.
Unhandled exception at 0x0f97456d (OgreMain_d.dll) in project1.exe: 0xC0000005: Access violation reading location 0x409d694b.
Code: Select all
OgreMain_d.dll!Ogre::DefaultAxisAlignedBoxSceneQuery::execute(Ogre::SceneQueryListener * listener) Line 157 + 0xe bytes
project1.exe!GameState::onLeftPressed(const OIS::MouseEvent & evt) Line 241 + 0x19 bytes
project1.exe!GameState::mousePressed(const OIS::MouseEvent & evt, OIS::MouseButtonID id) Line 201
OgreDefaultSceneQueries.cpp, 157
Code: Select all
if (!listener->queryResult(a)) return;
Code: Select all
m_pRSQ->setRay(mouseRay);
Code: Select all
onLeftPressed(evt);
m_bLMouseDown = true;
Any help would be appreciated.
PS: I am using Visual Studio 2010
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
I think it worked with 1.7.3. In which line is it crashing exactly? Is there a null pointer somewhere?
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Shtuka
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Re: New wiki article: Advanced Ogre Framework
How do I make the AdvancedOgreFramework's main loop (where is it?) safe against graphic/gameplay/physics lags?
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
I have no clue if and how you can make it lag-safe. You could try to parallize your game logic in another thread, but that is not related directly to Ogre.
Main loop is here: void AppStateManager::start(AppState* state)
Main loop is here: void AppStateManager::start(AppState* state)
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Shtuka
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Re: New wiki article: Advanced Ogre Framework
Thanks. With lag-safe I mean something like this:
Code: Select all
Ogre::Real timeSinceLastFrame = evt.timeSinceLastFrame;
if (timeSinceLastFrame > 0.01f)
timeSinceLastFrame = 0.01f;
while (timeSinceLastFrame >= dt)
{
simulate(dt);
timeSinceLastFrame -= dt;
}
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
Well, all movements are multiplied by the time since the last frame already, if you mean that. So on different machines the gamer always runs at the same speed (= characters/objects/... move equally fast)
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Shtuka
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Re: New wiki article: Advanced Ogre Framework
Yes, but what happens, if, e.g., a space ship fires a gun every 5 seconds and timeSinceLastFrame is >= 10? Then it is only fired once instead of 2 or more times.
Another example might be the "tunneling" of an character through geometry if timeSinceLastFrame is to big.
Another example might be the "tunneling" of an character through geometry if timeSinceLastFrame is to big.
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emac2002
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Re: New wiki article: Advanced Ogre Framework
I am glad to see this dedicated thread for advance ogre framework, I am having some problem implementing render target in my application which uses advance ogre framework.
problem is described here : http://www.ogre3d.org/forums/viewtopic.php?f=2&t=66859
In short :
When i go to Game state -> Menu state -> Game State (my render targets does not update they show the render of the last game state).
Please suggest the best way to implement rendertargets in advance ogre framework.
problem is described here : http://www.ogre3d.org/forums/viewtopic.php?f=2&t=66859
In short :
When i go to Game state -> Menu state -> Game State (my render targets does not update they show the render of the last game state).
Please suggest the best way to implement rendertargets in advance ogre framework.
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Starsickle
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Re: New wiki article: Advanced Ogre Framework
Hi - been wanting to post here for a while and decided it was time.
I really like the way the framework is set up, but I was wondering if anyone with MSVC2010 could set up a better solution file and package, since I've had a lot of problems getting it to work in 2010.
I'm a beginner - I'm just getting into larger projects that require many libraries and directories. So when I found something that was as easy to use as XNA's framework I was more motivated to try to make an Ogre application.
The Story:
I've tried a few things so far to get it to work, and I wanted to try to get rid of all the SDKtrays stuff and eventually replace all that with CEGUI...
So I simply commented out the SDKtrays stuff - a project with working logical part was all I wanted. I could do the GUI and other system stuff myself.
It's been a while, and since then I've lost the project, but I kept getting problems. The project became a mess and the Ogre config window would have all-blank fields. After that, Ogre::Root would return an error (sorry, looking for a log...can't seem to find one). Debugging the program led me to it failing at Ogre::Root or some reference to m_pRoot, which I think was the program having trouble due to the problems in the config window possibly not having data to use. I don't know.
I chock all this up to trying to convert to 2010, set up the project myself, and either misconfiguring the project myself or not understanding how the IDE outputs and builds everything and what files go where. I can't seem to find a decent tutorial on this, but that's a whole other issue.
Otherwise, I look forward to more improvements!
EDIT:
Gave it another shot - Here's what I did:
unzipped, Converted
ran boost jam builder - seems I never knew what it was or what it did.
added includes and libs to project settings
compiled
Asked for ogreMain D - copied from ogreSDK
asked for OIS D - copied from ogreSDK
asked for terrain d - copied from ogreSDK
asked for Paging d - copied from ogreSDK
compiled
Ran
ogre config window - all blank
Here's the output:
I think I got around this by copying and pasting in a few files, but I forgot which. When I did that, the program wouldn't work and I would debug, and found it would stop at ssome reference to the root object.
I really like the way the framework is set up, but I was wondering if anyone with MSVC2010 could set up a better solution file and package, since I've had a lot of problems getting it to work in 2010.
I'm a beginner - I'm just getting into larger projects that require many libraries and directories. So when I found something that was as easy to use as XNA's framework I was more motivated to try to make an Ogre application.
The Story:
I've tried a few things so far to get it to work, and I wanted to try to get rid of all the SDKtrays stuff and eventually replace all that with CEGUI...
So I simply commented out the SDKtrays stuff - a project with working logical part was all I wanted. I could do the GUI and other system stuff myself.
It's been a while, and since then I've lost the project, but I kept getting problems. The project became a mess and the Ogre config window would have all-blank fields. After that, Ogre::Root would return an error (sorry, looking for a log...can't seem to find one). Debugging the program led me to it failing at Ogre::Root or some reference to m_pRoot, which I think was the program having trouble due to the problems in the config window possibly not having data to use. I don't know.
I chock all this up to trying to convert to 2010, set up the project myself, and either misconfiguring the project myself or not understanding how the IDE outputs and builds everything and what files go where. I can't seem to find a decent tutorial on this, but that's a whole other issue.
Otherwise, I look forward to more improvements!
EDIT:
Gave it another shot - Here's what I did:
unzipped, Converted
ran boost jam builder - seems I never knew what it was or what it did.
added includes and libs to project settings
compiled
Asked for ogreMain D - copied from ogreSDK
asked for OIS D - copied from ogreSDK
asked for terrain d - copied from ogreSDK
asked for Paging d - copied from ogreSDK
compiled
Ran
ogre config window - all blank
Here's the output:
Code: Select all
'AdvancedOgreFramework.exe': Loaded 'H:\Development\Projects\AdvancedOgreFramework\AdvancedOgreFramework\bin\Debug\AdvancedOgreFramework.exe', Symbols loaded.
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'H:\Development\Projects\AdvancedOgreFramework\AdvancedOgreFramework\bin\Debug\OgreMain_d.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\user32.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\gdi32.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\lpk.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\usp10.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\msvcrt.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\advapi32.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\sechost.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\rpcrt4.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\sspicli.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\cryptbase.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\msvcp100d.dll', Symbols loaded.
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\msvcr100d.dll', Symbols loaded.
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\ws2_32.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\nsi.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'H:\Development\Projects\AdvancedOgreFramework\AdvancedOgreFramework\bin\Debug\OIS_d.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\dinput8.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'H:\Development\Projects\AdvancedOgreFramework\AdvancedOgreFramework\bin\Debug\OgreTerrain_d.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'H:\Development\Projects\AdvancedOgreFramework\AdvancedOgreFramework\bin\Debug\OgrePaging_d.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll', Cannot find or open the PDB file
First-chance exception at 0x7517b9bc in AdvancedOgreFramework.exe: Microsoft C++ exception: Ogre::FileNotFoundException at memory location 0x002beba0..
First-chance exception at 0x7517b9bc in AdvancedOgreFramework.exe: Microsoft C++ exception: Ogre::FileNotFoundException at memory location 0x002befd8..
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\uxtheme.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\dwmapi.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\winsxs\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7601.17514_none_41e6975e2bd6f2b2\comctl32.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\shlwapi.dll', Cannot find or open the PDB file
'AdvancedOgreFramework.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', Cannot find or open the PDB file
The program '[4228] AdvancedOgreFramework.exe: Native' has exited with code 0 (0x0).
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
When the Ogre startup window is blank it means that the ogre.cfg file was not found. It needs to be next to your application.
Also if you start the application out of VisualStudio you have to set the working directory somewhere in the project settings to that folder.
Also if you start the application out of VisualStudio you have to set the working directory somewhere in the project settings to that folder.
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Starsickle
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Re: New wiki article: Advanced Ogre Framework
I copied the cfg files from the release directory, but still nothing. How would I set the working directory in MSVC2010?
Output Directory: bin\$(Configuration)\
Intermediate Directory: obj\$(Configuration)\
I tried copying the rest of the release directory .dlls and .cfg over to debug, also nothing.
Sorry - still a beginner at this. I'm still learning how to pull everything together with this IDE.
Output Directory: bin\$(Configuration)\
Intermediate Directory: obj\$(Configuration)\
I tried copying the rest of the release directory .dlls and .cfg over to debug, also nothing.
Sorry - still a beginner at this. I'm still learning how to pull everything together with this IDE.
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
Can you run the application outside of VisualStudio? Make sure to use the correct DLLs (the realese ones, when you built your application in release mode and vice versa).
Regarding working directory in MSVC2010, ask google please.
Regarding working directory in MSVC2010, ask google please.
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Starsickle
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Re: New wiki article: Advanced Ogre Framework
Okay - back to work today - my goal is to have a working program up for download tonight.
Oh, I haven't tried in release config yet - I've been trying to get the debug build to work first.
Running the debug build outside of the IDE, it asks for ogremain.dll.
AFAIK, the release build is already included in the framework zip - so if I build, it'll overwrite. I guess I'll give it a shot.
So - from where Is left off with debug - you build and run and it hows the OGRE renderer setup, but it's blank and you can't select anything. I pasted a ogre.cfg into bin/debug/, so something is wrong.
ogre.cfg:
The rendering device isn't correct - I don't know why.
So - repeating everything I mentioned last time on the release configuration - I've finally arrived at the UE tht I got about last year!
"Unhandled exception at 0x5fb7db75 in AdvancedOgreFramework.exe: 0xC0000005: Access violation reading location 0x2e736e69."
This doesn't mean much, but looking at the variable window:
http://i211.photobucket.com/albums/bb15 ... rootUE.png
and the line it marks is:
AadvancedOgreFramework.cpp:
It's definitely something with a pointer to the root object. Running hte release build from directory results in nothing.
Oh, I haven't tried in release config yet - I've been trying to get the debug build to work first.
Running the debug build outside of the IDE, it asks for ogremain.dll.
AFAIK, the release build is already included in the framework zip - so if I build, it'll overwrite. I guess I'll give it a shot.
So - from where Is left off with debug - you build and run and it hows the OGRE renderer setup, but it's blank and you can't select anything. I pasted a ogre.cfg into bin/debug/, so something is wrong.
ogre.cfg:
Code: Select all
Render System=Direct3D9 Rendering Subsystem
[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=No
FSAA=0
Floating-point mode=Fastest
Full Screen=No
Rendering Device=Monitor-1-NVIDIA GeForce 9800 GT
Resource Creation Policy=Create on all devices
VSync=No
VSync Interval=1
Video Mode=1024 x 768 @ 32-bit colour
sRGB Gamma Conversion=No
[OpenGL Rendering Subsystem]
Colour Depth=32
Display Frequency=N/A
FSAA=0
Full Screen=No
RTT Preferred Mode=FBO
VSync=No
VSync Interval=1
Video Mode=1024 x 768
sRGB Gamma Conversion=No
So - repeating everything I mentioned last time on the release configuration - I've finally arrived at the UE tht I got about last year!
"Unhandled exception at 0x5fb7db75 in AdvancedOgreFramework.exe: 0xC0000005: Access violation reading location 0x2e736e69."
This doesn't mean much, but looking at the variable window:
http://i211.photobucket.com/albums/bb15 ... rootUE.png
and the line it marks is:
AadvancedOgreFramework.cpp:
Code: Select all
m_pRoot = new Ogre::Root();-
spacegaier
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Re: New wiki article: Advanced Ogre Framework
This is most likely the cause for your troubles: You got the linker settings wrong. The debug build should ask for OgreMain_d.dll if anything.Starsickle wrote:Running the debug build outside of the IDE, it asks for ogremain.dll.
So make sure you are not mixing release with debug build!
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Starsickle
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Re: New wiki article: Advanced Ogre Framework
Well, in project settings the linker for debug config looks in OGRESDK\lib\debug, and for release it's OGRESDK\lib\release, so that looks okay.
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spacegaier
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Re: New wiki article: Advanced Ogre Framework
1. When you run your application os there an Ogre.log file created? If so please post it in here.
2. Did I understand you correctly: Running my pre-build release version does not work either? Or did you rebuild the release version?
2. Did I understand you correctly: Running my pre-build release version does not work either? Or did you rebuild the release version?
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Deepfreeze32
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Re: New wiki article: Advanced Ogre Framework
So I'm new here, but I've been researching Ogre for a while. I grabbed this framework to start playing around in, and it started having a few errors. I'm a Mac developer, and I use Xcode. I managed to fix most of the errors myself, but I have run into a series of two that I can't figure out.
The gist of it is that my program compiles with a few warnings, most of which I've seen before and am pretty sure don't affect the program. When I run the program, it crashes. Attempting to interact with the config window in any way causes an endless beachball. I decided to read the console while it is running, and have posted the results below.
I understand the console output to know that this is a problem with the executable, which is sending a terminate signal. The portions with the bolded flags are where the error occurs, and the portions with the italicized tags are where I think some problems may lie. Some Google searching yielded a few results for the logic error problem related to boost. I can only assume at this point that the logic error and the string error are related, as the string error is the only one thrown if I try to continue without selecting a rendering system, and both that and the logic error are thrown if I try to select a rendering system.
So my question is, is this a boost issue that has something to do with my dependencies? Or is it something more easily repairable, like changing search paths or rewriting some code?
If you need more information, just ask. I hope I've given enough helpful information!
Thanks.
The gist of it is that my program compiles with a few warnings, most of which I've seen before and am pretty sure don't affect the program. When I run the program, it crashes. Attempting to interact with the config window in any way causes an endless beachball. I decided to read the console while it is running, and have posted the results below.
Code: Select all
Loading program into debugger…
Program loaded.
run
[Switching to process 53845]
Running…
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
DDS codec registering
FreeImage version: 3.14.1
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
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
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
[i]plugins.cfg not found, automatic plugin loading disabled.[/i]
[b]*-*-* OGRE Initialising
*-*-* Version 1.7.3 (Cthugha)
terminate called after throwing an instance of 'std::logic_error'
what(): basic_string::_S_construct NULL not valid
Program received signal: “SIGABRT”.[/b]
sharedlibrary apply-load-rules all
[i]warning: Could not find object file "/Users/davidrogers/Documents/Ogre/ogre-v1-7-3/Dependencies/lib/libboost_thread-xgcc42-mt-1_46_1.a(thread.o)" - no debug information available for "libs/thread/src/pthread/thread.cpp".
warning: Could not find object file "/Users/davidrogers/Documents/Ogre/ogre-v1-7-3/Dependencies/lib/libboost_thread-xgcc42-mt-1_46_1.a(once.o)" - no debug information available for "libs/thread/src/pthread/once.cpp".[/i]
kill
error while killing target (killing anyway): warning: error on line 2182 of "/SourceCache/gdb/gdb-1515/src/gdb/macosx/macosx-nat-inferior.c" in function "macosx_kill_inferior_safe": (os/kern) failure (0x5x)
quit
The Debugger has exited with status 0.(gdb)So my question is, is this a boost issue that has something to do with my dependencies? Or is it something more easily repairable, like changing search paths or rewriting some code?
If you need more information, just ask. I hope I've given enough helpful information!
Thanks.
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spacegaier
- OGRE Team Member

- Posts: 4308
- Joined: Mon Feb 04, 2008 2:02 pm
- Location: Germany
- x 137
Re: New wiki article: Advanced Ogre Framework
This might be the cause:
. If not, please post again.
Give the application the plugins.cfg it requests (should be part of the archive I provide) and it might be happyplugins.cfg not found, automatic plugin loading disabled.
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...
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Deepfreeze32
- Gnoblar
- Posts: 4
- Joined: Tue Nov 15, 2011 6:32 am
Re: New wiki article: Advanced Ogre Framework
Well, I replaced the .cfg file, and added it to the project. However, it still won't find it. I feel like a newbie for asking this, but how does one direct the executable to the .cfg file? I feel like this might be an Xcode thing, but I may as well ask.
Thanks.
Thanks.