Discussion area about developing or extending OGRE, adding plugins for it or building applications on it. No newbie questions please, use the Help forum for that.
EDIT:
Hm, I hoped that I would find libboost_thread-vc110-mt-gd-1_49.lib and libboost_date_time-vc110-mt-gd-1_49.lib in this package. Any idea where can I get those?
Story in a game is like a story in a porn movie. It's got to be there, but it's not important.
fyi, this thread should go on the wiki tutorials page. I've spent several days trying to get find precompiled Ogre sdk and demos working in VS2010 x64. The wiki examples and most frameworks are out of sync. Anyone wanting a quick intro to Ogre wont find any joy through the wiki. the only thing that works is the updated framework on this thread and madmarx samples with some x64 tweaking. One little thing that doesn't work with the updated framework, is that when compiling for 64-bit need to set Project Properties -> General -> Platform Toolset => Windows7.1SDK
without this, the linker complains of missing kernel32.lib
mentor93 wrote:Hm, I hoped that I would find libboost_thread-vc110-mt-gd-1_49.lib and libboost_date_time-vc110-mt-gd-1_49.lib in this package. Any idea where can I get those?
ls129 wrote:btw: why is RenderSystem_GL not pre-compiled? I'm getting errors on Windows7 when trying to use RenderSystem_GL3Plus.
RenderSystem_GL has been disabled in building under windows by default from the ogre team!? GL3+ is still experimental.
ls129 wrote:fyi, this thread should go on the wiki tutorials page. I've spent several days trying to get find precompiled Ogre sdk and demos working in VS2010 x64. The wiki examples and most frameworks are out of sync. Anyone wanting a quick intro to Ogre wont find any joy through the wiki. the only thing that works is the updated framework on this thread and madmarx samples with some x64 tweaking. One little thing that doesn't work with the updated framework, is that when compiling for 64-bit need to set Project Properties -> General -> Platform Toolset => Windows7.1SDK
without this, the linker complains of missing kernel32.lib
Thanks a lot! I'll check the frameworks aggain during the next build. I don't have to change the Platform Toolset.
As is the unstable Ogre 1.9 branch where GL3 lives.
I know that I use the dev branch and there are a lot of errors. For example the material scripts (https://ogre3d.atlassian.net/browse/OGRE-140) are not working well. I can test OGRE on up to 5 different computer systems.
The GL3+ system is not going to be the default in the 1.9 release (well, probably not, depending on how testing goes), it's just the default now while in development.
Any testing info on the samples is cool, especially for different graphics cards or operating systems. I do nvidia and amd testing reports, but only for windows.
The 140 bug report has an ogre log that shows that no cg or hlsl shader could be found on disk. This would mean that either the Samples/Media/materials/programs directory has a problem (is missing or empty) or the resources.cfg is wrong.
Kojack wrote:The 140 bug report has an ogre log that shows that no cg or hlsl shader could be found on disk. This would mean that either the Samples/Media/materials/programs directory has a problem (is missing or empty) or the resources.cfg is wrong.
I know. Someone switched the structure to
programs
Cg
GLSL
GLSL150
GLSL400
GLSLES
HLSL
without fixing all resources links. In 1.8 branch all files are in programs directory.
I realize this thread is geared towards Windows, but I am on Ubuntu and would like to use your revised TutorialFramework for Ogre 1.9. I tried simplemindedly replacing my *.h and *.cpp files with yours, but I am still getting the error:
holocronweaver wrote:I realize this thread is geared towards Windows, but I am on Ubuntu and would like to use your revised TutorialFramework for Ogre 1.9. I tried simplemindedly replacing my *.h and *.cpp files with yours, but I am still getting the error:
I've been asked a few times how to use my prebuild SDKs. In this tutorial I'll show how to use OGRE 1.8.2 + boost 1.54 + TutorialFramework on Win7x64 + VS2012.
Download the required packages from the first posting of this topic.
Extract the packages where ever you like. (I've choosen Extract here)
Copy/Use the TutorialFramework folder from the extracted frameworks to a new location for a new application.
Navigate to msvc subfolder of the new location.
Open the Visual Studio Property Page OGRE.props in a text editor of your choice.
Set the correct path of OGRE and boost for OGRE_HOME (line 5) and BOOST_HOME (line 6) and save the file.
Open TutorialFramework.2010.sln if you use Microsoft Visual Studio 2010 or TutorialFramework.2012.sln if you use Microsoft Visual Studio 2012.
Select the configuration of your choice (for example Debug|x64) and run the application.
If you like to use 32 and 64 bit you have to download all four packages (Ogre x86, Ogre amd64/x64, boost x86, boost amd64/x64). You can use variables in OGRE.props to set the correct path:
$(PlatformShortName) is a Visual Studio Variable and contains the target architecture:
VS2010
32 bit: x86
64 bit: amd64
VS2012
32 bit: x86
64 bit: x64
You can also replace $(PlatformToolsetVersion) by 100 (VS2010) or 110 (VS2012). I use this variable to have a property page for both versions of Visual Studio at once.
Your Dropbox provided links are not working ("This account's public links are generating too much traffic and have been temporarily disabled!"). Can you post them somewhere else?
plucked wrote:Your Dropbox provided links are not working ("This account's public links are generating too much traffic and have been temporarily disabled!"). Can you post them somewhere else?
Dropbox told me that 20 GB traffic has been created. I don't belive that, but I can't change. I'm uploading the files to Google Drive but I still need a few hours to finish them.
There is a small problem i like to mention.
Dependencies are not build targeted v110_xp. Particularity OIS.
OIS doesn't run in XP without targeting XP explicitly because it uses some Win32 api calls.
If you face an error like "GetTickCount64 not found in Kernel32.dll" know that this is the issue.
Nimet - Advanced Ogre3D Mesh/dotScene Viewer asPEEK - Remote Angelscript debugger with html interface ogreHTML - HTML5 user interfaces in Ogre
saejox wrote:Dependencies are not build targeted v110_xp. Particularity OIS.
Yes, feel free to compile it again. Source is included. Sorry, but I can't compile each possible configuration, so I've choosen a config which is working for me on Windows 7.
saejox wrote:Dependencies are not build targeted v110_xp. Particularity OIS.
Yes, feel free to compile it again. Source is included. Sorry, but I can't compile each possible configuration, so I've choosen a config which is working for me on Windows 7.
I didn't want to be critical.
Problem is Cmake still does not have option for v110_xp toolset. Unless its changed by hand in project, programs does not run in WinXP.
Just a quick helper for people targeting windows XP and above.
Nimet - Advanced Ogre3D Mesh/dotScene Viewer asPEEK - Remote Angelscript debugger with html interface ogreHTML - HTML5 user interfaces in Ogre
saejox wrote:Problem is Cmake still does not have option for v110_xp toolset. Unless its changed by hand in project, programs does not run in WinXP.
Just a quick helper for people targeting windows XP and above.
You can build for WinXP with CMake if you have an old XP SDK (try Visual Studio 2008). There are a few articles about targeting WinXP:
No need for old compiler for xp support. I like c++11 so much i can't go back anymore.
Luckily, VS2012 Update 1 has XP targeting, but every old DLL needs to be recompiled with XP targeting.
Version macro has no effect in VS2012, and CMAKE still doesn't support toolset change. It's manual changing toolset for all dynamic libs.
That way my game has same exe that works in all windows versions.
And i don't sacrifice c++11.
rozn wrote:Great idea with this sits. Nice to find everything in the same place!
Thanks a lot!
rozn wrote:Would it be possible to add packaoges for WinRT and WP8??
Sure, if you build them or give me a WP8 phone
I build only the packages I use. And I don't have Win8 and a WP8 phone. The 1.8.2 SDK is just a side product because I can run the same build script as on 1.9.0. I have a few batch files to update all sources, build everything and create the packages. Have a look at the build instructions for WinRT and WP8. They are "complicated", so a full batch scripting is not working. As long as I don't use WinRT/WP8 I have no reason to start such a time intensive project like compiling for this platforms.