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.
So i tested a fresh build on XCode and it works there than i tested it on win7 x64 with vs2010 and it also works the directory Overlay is added to the include search dir.
What is your configuration?
[edit]What OS? if its not linux then you screwed something on your site.
Wolfmanfx wrote:
[edit]What OS? if its not linux then you screwed something on your site.
It built OK for me on Linux.
The only issues I ran into were building against the libs/headers:
- the pkg-config package OgreOverlay file is missing
- ExampleFrameListener.h/ ExampleApplication.h needed updating to create the OverlaySystem.
Wolfmanfx wrote:Ok but that has nothing todo with the ogre core - the tutorial framework needs an update can you point a link where it is so i can update it.
I'm sorry for that. I'll check issues more carefully in future.
jacmoe wrote:It is not a bug yet as Ogre 1.9 is not current stable.
I know that's not a bug, but you have to modify the Tutorial Framework to work with OgreOverlay. Btw, the modified version should also work with 1.8.x, but I haven't tested it. Maybe someone can test it so the changes could be uploaded to the wiki before 1.9.0 becomes stable.
Why on Earth should we change all our code just because the interface has changed?
Why should we be handholding the OgreBites framework?
IMO, the missing OgreOverlay include - which is used by the sdk tray system - should be handled by the OgreBites framework.
Just add the missing include to the sdktrays header, and that's it.
That's transparent.
The way it should be.
So, could one of you Ogre devs change this, please?
It feels wrong that we need to take that into account.
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
Wolfmanfx wrote:Ok but that has nothing todo with the ogre core - the tutorial framework needs an update can you point a link where it is so i can update it.
Could you attend to this, Wolfmanfx?
This has nothing to do with Ogre core - but it has a lot to do with the samples framework - add that include line to it, and we can all get on with our lives.
Without changing code all over the place.
This change does not belong to the Ogre Wiki Tutorial Framework.
It belongs in OgreBites.
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
i think that wont fix every issuse (when i just at the include) - the tutorial framework has to link against the OverlayComponent and use the OverlaySystem to render anything that means register a scenemanager's so i can attach to the correct listener.
So the framework's needs adaption anyway - the gamekit community already did the adaption.
I am open todo it mayself before we release 1.9 if needed.
yeah if you know what todo its easy - the biggest benefit is that you can build ogre without freetype if you do not use overlays (like gorilla).
Anyway thx you to check out stuff early
Wolfmanfx wrote:yeah if you know what todo its easy - the biggest benefit is that you can build ogre without freetype if you do not use overlays (like gorilla).
Ohh, this is interesting. It's a good point to change CMake to search for freetype as a requirement only if OgreOverlay should be build. I'll have a closer look on that point.
I've modified all frameworks from the wiki to work with OgreOverlay if its used. This package is prepared for my OGRE-SDKs, so just skip the Visual Studio files.
Edit: Have a look at my building thread for up-to-date versions of the frameworks.