All textures displayed white after Ogre 1.8 upgarde on iOS

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.
EvaldsUrtans
Kobold
Posts: 28
Joined: Fri Oct 22, 2010 10:48 am

All textures displayed white after Ogre 1.8 upgarde on iOS

Post by EvaldsUrtans »

I did upgarde from Xcode 3.x to Xcode 4.x & Ogre 1.7 to Ogre 1.8. Before it was working good, but now I cannot figure out why all textures are white (I tried all sorts of configurations in material files). Sample code of Ogre 1.8 is working good. Please see screenshots below.
Does anyone has any ideas why this is happening? As you see something is working (textures without alpha channel & bitmap fonts of overlay system).

Log output:

Code: Select all

GNU gdb 6.3.50-20050815 (Apple version gdb-1824) (Thu Nov 15 10:42:43 UTC 2012)
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "x86_64-apple-darwin".sharedlibrary apply-load-rules all
Attaching to process 8452.
2013-02-12 18:35:05.608 Mailboxing[8452:1be03] Application windows are expected to have a root view controller at the end of application launch
AudioStreamBasicDescription:  2 ch,  44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved
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.
ArchiveFactory for archive type EmbeddedZip registered.
DDS codec registering
FreeImage version: 3.15.3
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,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti
PVRTC codec registering
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.
*-*-* OGRE Initialising
*-*-* Version 1.8.2 (Byatis)
Installing plugin: OpenGL ES 1.x RenderSystem
OpenGL ES 1.x Rendering Subsystem created.
Plugin successfully installed
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
CPU Identifier & Features
-------------------------
 *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     P8700  @ 2.53GHz
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
 *   MMXEXT: yes
 *    3DNOW: no
 * 3DNOWEXT: no
 *     CMOV: yes
 *      TSC: yes
 *      FPU: yes
 *      PRO: yes
 *       HT: no
-------------------------
Registering ResourceManager for type Texture
GLESRenderSystem::_createRenderWindow "renderWindowMain", 480x320 fullscreen  miscParams: 
iOS: Window created 320 x 480 with backing store size 320 x 480 using content scaling factor 1.0
GL_VERSION = OpenGL ES-CM 1.1 APPLE
GL_VENDOR = Apple Computer, Inc.
GL_RENDERER = Apple Software Renderer
GL_EXTENSIONS = GL_OES_blend_equation_separate GL_OES_blend_func_separate GL_OES_blend_subtract GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_draw_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_mapbuffer GL_OES_matrix_palette GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_read_format GL_OES_rgb8_rgba8 GL_OES_stencil_wrap GL_OES_stencil8 GL_OES_texture_mirrored_repeat GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_map_buffer_range GL_EXT_read_format_bgra GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_texture_2D_limited_npot GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc 
EXT:GL_OES_blend_equation_separate
EXT:GL_OES_blend_func_separate
EXT:GL_OES_blend_subtract
EXT:GL_OES_compressed_paletted_texture
EXT:GL_OES_depth24
EXT:GL_OES_draw_texture
EXT:GL_OES_element_index_uint
EXT:GL_OES_fbo_render_mipmap
EXT:GL_OES_framebuffer_object
EXT:GL_OES_mapbuffer
EXT:GL_OES_matrix_palette
EXT:GL_OES_packed_depth_stencil
EXT:GL_OES_point_size_array
EXT:GL_OES_point_sprite
EXT:GL_OES_read_format
EXT:GL_OES_rgb8_rgba8
EXT:GL_OES_stencil_wrap
EXT:GL_OES_stencil8
EXT:GL_OES_texture_mirrored_repeat
EXT:GL_OES_vertex_array_object
EXT:GL_EXT_blend_minmax
EXT:GL_EXT_debug_label
EXT:GL_EXT_debug_marker
EXT:GL_EXT_discard_framebuffer
EXT:GL_EXT_map_buffer_range
EXT:GL_EXT_read_format_bgra
EXT:GL_EXT_texture_filter_anisotropic
EXT:GL_EXT_texture_lod_bias
EXT:GL_EXT_texture_storage
EXT:GL_APPLE_copy_texture_levels
EXT:GL_APPLE_framebuffer_multisample
EXT:GL_APPLE_texture_2D_limited_npot
EXT:GL_APPLE_texture_format_BGRA8888
EXT:GL_APPLE_texture_max_level
EXT:GL_IMG_read_format
EXT:GL_IMG_texture_compression_pvrtc
**************************************
*** OpenGL ES 1.x Renderer Started ***
**************************************
Registering ResourceManager for type GpuProgram
GL ES: Using GL_OES_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 Packed-D24S8 
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_A8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
[GLES] : Valid FBO targets PF_UNKNOWN PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_A8B8G8R8 PF_B8G8R8A8 PF_X8R8G8B8 PF_X8B8G8R8 
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL ES 1.x Rendering Subsystem
GPU Vendor: apple
Device Name: Apple Software Renderer
Driver Version: 0.0.0.0
 * Fixed function pipeline: yes
 * Hardware generation of mipmaps: yes
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: no
 * Hardware stencil buffer: no
 * Hardware vertex / index buffers: yes
 * Vertex programs: no
 * Number of floating-point constants for vertex programs: 0
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: no
 * Number of floating-point constants for fragment programs: 0
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: no
 * Number of floating-point constants for geometry programs: 0
 * Number of integer constants for geometry programs: 0
 * Number of boolean constants for geometry programs: 0
 * Supported Shader Profiles:
 * Texture Compression: yes
   - DXT: no
   - VTC: no
   - PVRTC: yes
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: no
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: no
 * Non-power-of-two textures: no
 * Volume textures: no
 * Multiple Render Targets: 1
   - With different bit depths: no
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 511
 * Vertex texture fetch: no
 * Number of world matrices: 0
 * Number of texture units: 8
 * Stencil buffer depth: 0
 * Number of vertex blend matrices: 0
 * Render to Vertex Buffer : no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: no
 * GL 1.5 without HW-occlusion workaround: no
 * Separate shader objects: no
DefaultWorkQueue('Root') initialising on thread 0xacbe12c0.
Particle Renderer Type 'billboard' registered
Creating resource group Bootstrap
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/packs/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
DefaultWorkQueue('Root')::WorkerFunc - thread 0xb05ef000 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 0xb0671000 starting.
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media' of type 'FileSystem' to resource group 'General'
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/gui' of type 'FileSystem' to resource group 'General'
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/fonts' of type 'FileSystem' to resource group 'General'
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/overlays' of type 'FileSystem' to resource group 'General'
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/materials/programs' of type 'FileSystem' to resource group 'General'
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/materials/scripts' of type 'FileSystem' to resource group 'General'
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/materials/textures' of type 'FileSystem' to resource group 'General'
Creating resource group IPad
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/ipad' of type 'FileSystem' to resource group 'IPad'
Creating resource group IPadLight
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/ipad_light' of type 'FileSystem' to resource group 'IPadLight'
Creating resource group IPhone
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/iphone' of type 'FileSystem' to resource group 'IPhone'
Creating resource group IPhoneLight
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/iphone_light' of type 'FileSystem' to resource group 'IPhoneLight'
Creating resource group InGame
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/ingame' of type 'FileSystem' to resource group 'InGame'
Creating resource group car_1
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/car_1' of type 'FileSystem' to resource group 'car_1'
Creating resource group car_2
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/car_2' of type 'FileSystem' to resource group 'car_2'
Creating resource group car_3
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/car_3' of type 'FileSystem' to resource group 'car_3'
Creating resource group car_4
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/car_4' of type 'FileSystem' to resource group 'car_4'
Creating resource group car_5
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/car_5' of type 'FileSystem' to resource group 'car_5'
Creating resource group car_6
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/car_6' of type 'FileSystem' to resource group 'car_6'
Creating resource group car_7
Added resource location '/Users/evalds/Library/Application Support/iPhone Simulator/6.1/Applications/66CF15D4-1006-4B9B-A710-3C280839BEDD/Mailboxing.app/./media/car_7' of type 'FileSystem' to resource group 'car_7'
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Creating resources for group Autodetect
All done
Parsing scripts for resource group Bootstrap
Parsing script OgreCore.material
Parsing script OgreProfiler.material
Parsing script Ogre.fontdef
Parsing script OgreDebugPanel.overlay
Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Parsing script OgreLoadingPanel.overlay
Finished parsing scripts for resource group Bootstrap
Creating resources for group Bootstrap
All done
Parsing scripts for resource group General
Parsing script crossway.material
Parsing script crossway2.material
Parsing script cube.1m.material
Parsing script Ogre.material
Parsing script car_bubble.particle
Parsing script car_smoke.particle
Parsing script InGame_Combo_Gotham_Na_29.fontdef
Parsing script InGame_Score_Gotham_Na_29.fontdef
Parsing script InGame_Special_Combo_Gotham_Na_57.fontdef
Parsing script Pause_Score_Gotham_Na_69.fontdef
Parsing script 003_Gotham_Na_91.fontdef
Bad attribute line: glyph   0.000000 0.000000 0.035156 0.177734 in font 003_Gotham_Na_91
Parsing script 016_Gotham_Na_23.fontdef
Bad attribute line: glyph   0.000000 0.000000 0.019531 0.089844 in font 016_Gotham_Na_23
Parsing script 022_Gotham_Na_19.fontdef
Parsing script gui_buy_full_version.overlay
Parsing script gui_choice_menu.overlay
Texture: play_button.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: locked_button.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: buy_button.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: text_options.png: Loading 1 faces(PF_A8R8G8B8,128x16x1) Internal format is PF_A8B8G8R8,128x16x1.
Texture: text_scores.png: Loading 1 faces(PF_A8R8G8B8,64x16x1) Internal format is PF_A8B8G8R8,64x16x1.
Parsing script gui_game_over.overlay
Texture: ui_button_play_again.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_button_play_again_dark.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_button_submit_score.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_button_submit_score_dark.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_game_over_won.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_game_over_lost.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_game_over_arrow.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: ui_game_over_won_bottom.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Parsing script gui_highscores.overlay
Texture: back_button_main_menu.png: Loading 1 faces(PF_A8R8G8B8,64x16x1) Internal format is PF_A8B8G8R8,64x16x1.
Texture: ui_highscores_header.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: ui_highscores_global.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) Internal format is PF_A8B8G8R8,128x64x1.
Texture: ui_highscores_global_selected.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) Internal format is PF_A8B8G8R8,128x64x1.
Texture: ui_highscores_local.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) Internal format is PF_A8B8G8R8,128x64x1.
Texture: ui_highscores_local_selected.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) Internal format is PF_A8B8G8R8,128x64x1.
Parsing script gui_ingame.overlay
Texture: in_game_pause_button.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: extra_gaseline.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: extra_rockets.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: extra_machinegun.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: extra_shield.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: extra_freezetime.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: extra_police.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: in_game_score_background.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) Internal format is PF_A8B8G8R8,128x64x1.
Texture: in_game_score_background_green.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) Internal format is PF_A8B8G8R8,128x64x1.
Texture: in_game_combo_red.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: in_game_combo_green.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: in_game_golden_combo.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: in_game_trash_combo.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: ui_score_add_box.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) Internal format is PF_A8B8G8R8,64x32x1.
Parsing script gui_loading.overlay
Parsing script gui_options.overlay
Texture: ui_options_header.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: ui_button_easy.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_button_easy_red.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_button_medium.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_button_medium_red.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_button_hard.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_button_hard_red.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_swicth_on.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_swicth_off.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Parsing script gui_pause_menu.overlay
Texture: pause_button_restart.png: Loading 1 faces(PF_A8R8G8B8,128x16x1) Internal format is PF_A8B8G8R8,128x16x1.
Texture: pause_button_main_menu.png: Loading 1 faces(PF_A8R8G8B8,64x16x1) Internal format is PF_A8B8G8R8,64x16x1.
Texture: pause_button_resume.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: pause_middle.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: pause_middle_arrow.png: Loading 1 faces(PF_A8R8G8B8,32x16x1) Internal format is PF_A8B8G8R8,32x16x1.
Texture: pause_gaseline_bar_left.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Texture: pause_gaseline_bar_right.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Parsing script gui_police_scene.overlay
Finished parsing scripts for resource group General
Creating resources for group General
All done
Parsing scripts for resource group IPad
Parsing script OgreIpad.material
Finished parsing scripts for resource group IPad
Creating resources for group IPad
All done
Parsing scripts for resource group IPadLight
Parsing script OgreIpadLight.material
Finished parsing scripts for resource group IPadLight
Creating resources for group IPadLight
All done
Parsing scripts for resource group IPhone
Parsing script OgreIphone.material
Finished parsing scripts for resource group IPhone
Creating resources for group IPhone
All done
Parsing scripts for resource group IPhoneLight
Parsing script OgreIphoneLight.material
Finished parsing scripts for resource group IPhoneLight
Creating resources for group IPhoneLight
All done
Parsing scripts for resource group InGame
Parsing script ingame.material
Finished parsing scripts for resource group InGame
Creating resources for group InGame
All done
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Creating resources for group Internal
All done
Parsing scripts for resource group car_1
Parsing script car_1.material
Finished parsing scripts for resource group car_1
Creating resources for group car_1
All done
Parsing scripts for resource group car_2
Parsing script car_2.material
Finished parsing scripts for resource group car_2
Creating resources for group car_2
All done
Parsing scripts for resource group car_3
Parsing script car_3.material
Finished parsing scripts for resource group car_3
Creating resources for group car_3
All done
Parsing scripts for resource group car_4
Parsing script car_4.material
Finished parsing scripts for resource group car_4
Creating resources for group car_4
All done
Parsing scripts for resource group car_5
Parsing script car_5.material
Finished parsing scripts for resource group car_5
Creating resources for group car_5
All done
Parsing scripts for resource group car_6
Parsing script car_6.material
Finished parsing scripts for resource group car_6
Creating resources for group car_6
All done
Parsing scripts for resource group car_7
Parsing script car_7.material
Finished parsing scripts for resource group car_7
Creating resources for group car_7
All done
Loading resource group 'General' - Resources: 1 World Geometry: 1
Texture: crossway_texture.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) Internal format is PF_R8G8B8,256x256x1.
Texture: crossway2_texture.png: Loading 1 faces(PF_R8G8B8,256x256x1) Internal format is PF_R8G8B8,256x256x1.
Texture: pause_button_resume_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_button_hard_blue.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_button_easy_blue.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: ui_button_medium_blue.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: play_button_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: buy_button_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: choice_lock_up.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Texture: choice_lock_over.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Texture: choice_bullet_up.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Texture: choice_bullet_over.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Texture: gaseline_red.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: gaseline_shadow.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: smoke.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: cat_sprites.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: lady_sprites.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: bomza_sprites.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: mailbox_hit_sprites.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: mailbox_bomb_sprites.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: mailbox_gold_hit_sprites.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: mailbox_garbage_sprites.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: obstacle_1.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: obstacle_2.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: obstacle_3.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: tree_1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: tree_2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: tree_3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: tree_4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: mailbox_1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: road_texture.png: Loading 1 faces(PF_R8G8B8,512x256x1) Internal format is PF_R8G8B8,512x256x1.
Texture: ui_button_play_again_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_button_play_again_dark_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_button_submit_score_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_button_submit_score_dark_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: ui_highscores_sharp_corner.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Texture: ui_line_end_red_right.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: car_texture_green.png: Loading 1 faces(PF_R8G8B8,256x256x1) Internal format is PF_R8G8B8,256x256x1.
Texture: car_texture_orange.png: Loading 1 faces(PF_R8G8B8,256x256x1) Internal format is PF_R8G8B8,256x256x1.
Texture: car_texture_purple.png: Loading 1 faces(PF_R8G8B8,256x256x1) Internal format is PF_R8G8B8,256x256x1.
Texture: car_texture_police.png: Loading 1 faces(PF_R8G8B8,256x256x1) Internal format is PF_R8G8B8,256x256x1.
Texture: bird_sprites1.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: bird_sprites2.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: bird_sprites3.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: in_game_pause_button_over.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: badge_gaseline.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: badge_machinegun.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: badge_rockets.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: badge_police.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Texture: in_game_gaseline_empty_left.png: Loading 1 faces(PF_A8R8G8B8,16x64x1) Internal format is PF_A8B8G8R8,16x64x1.
Texture: in_game_gaseline_empty_right.png: Loading 1 faces(PF_A8R8G8B8,16x64x1) Internal format is PF_A8B8G8R8,16x64x1.
Texture: gaseline_bar_end_left.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: gaseline_bar_end.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: ui_line_end_blue_right.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: sphere_frame_0.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: sphere_frame_1.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: sphere_frame_2.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: sphere_frame_3.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: sphere_frame_4.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: sphere_frame_5.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: sphere_frame_6.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: sphere_frame_7.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: choice_lock_twitter_up.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Texture: choice_lock_twitter_over.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) Internal format is PF_A8B8G8R8,16x16x1.
Texture: buy_now_button.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: buy_now_button_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: InGame_Combo_Gotham_Na_29.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: InGame_Score_Gotham_Na_29.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Texture: InGame_Special_Combo_Gotham_Na_57.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: Pause_Score_Gotham_Na_69.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: 003_Gotham_Na_91.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) Internal format is PF_A8B8G8R8,512x512x1.
Texture: 016_Gotham_Na_23.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: 022_Gotham_Na_19.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) Internal format is PF_A8B8G8R8,128x128x1.
Finished loading resource group General
Loading resource group 'IPhone' - Resources: 1 World Geometry: 1
Texture: choice_player_1.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: choice_player_2.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: choice_player_3.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: choice_player_4.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: choice_player_5.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: choice_player_7.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: choice_menu_iphone.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) Internal format is PF_A8B8G8R8,512x512x1.
Texture: choice_player_1_text.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_2_text.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_3_text.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_4_text.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_5_text.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_7_text.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_2_unlock.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_3_unlock.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_4_unlock.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_5_unlock.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_7_unlock.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Texture: choice_player_hidden_unlock.png: Loading 1 faces(PF_A8R8G8B8,256x32x1) Internal format is PF_A8B8G8R8,256x32x1.
Finished loading resource group IPhone
Current device: x86_64
Loading resource group 'IPadLight' - Resources: 1 World Geometry: 1
Texture: splash_buy_full_version_ipad.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) Internal format is PF_A8B8G8R8,1024x1024x1.
Texture: splash_buy_get_button.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: splash_buy_get_button_over.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) Internal format is PF_A8B8G8R8,256x128x1.
Texture: splash_buy_back_button.png: Loading 1 faces(PF_A8R8G8B8,512x128x1) Internal format is PF_A8B8G8R8,512x128x1.
Texture: splash_buy_back_button_over.png: Loading 1 faces(PF_A8R8G8B8,512x128x1) Internal format is PF_A8B8G8R8,512x128x1.
Finished loading resource group IPadLight
show
GameCenter::isGameCenterAvailable
http://www.mailboxinggame.com/logger/log/42fd506e9af3ecd237de75491fdd42fc/0/12/3.0.4/1/0
[Switching to process 8452 thread 0x22b1f]
[Switching to process 8452 thread 0x1be03]
[Switching to process 8452 thread 0x1e203]
[Switching to process 8452 thread 0x1be03]
Logger > 9674fb824e7409b03db075545cf1f633
[Switching to process 8452 thread 0x1e203]
http://www.mailboxinggame.com/logger/log/b7d860ea42b786863dc60fe45e37c56e/1/1/1360694118/11/1
Logger > 9dd3857ae1f300cc8cacc4bb2f4c3073
Unloading resource group IPhone
Finished unloading resource group IPhone
Loading resource group 'InGame' - Resources: 1 World Geometry: 1
Texture: tank_rocket.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) Internal format is PF_A8B8G8R8,32x32x1.
Texture: ui_tutorial_mailbox.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: ui_tutorial_gascan.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: ui_tutorial_shake.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) Internal format is PF_A8B8G8R8,256x256x1.
Texture: street_bonus_police.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: street_bonus_freezetime.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: street_bonus_gaseline.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: street_bonus_shield.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: street_bonus_bullets.png: Loading 1 faces(PF_A8R8G8B8,512x256x1) Internal format is PF_A8B8G8R8,512x256x1.
Texture: tank_splash_sprites.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) Internal format is PF_A8B8G8R8,256x64x1.
Texture: boom_text_1.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) Internal format is PF_A8B8G8R8,64x32x1.
Texture: boom_text_2.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) Internal format is PF_A8B8G8R8,64x32x1.
Texture: in_game_shake_it.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) Internal format is PF_A8B8G8R8,128x32x1.
Texture: boom.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) Internal format is PF_A8B8G8R8,64x64x1.
Finished loading resource group InGame
GameCenter::isGameCenterAvailable
kill
quit
Program ended with exit code: 0
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User avatar
masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
x 126

Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by masterfalcon »

Have you tried replacing the textures or materials in the sample with some of yours to check if they work there? If not, then if you could file a bug with a material and texture that'd be fantastic. Thanks!
EvaldsUrtans
Kobold
Posts: 28
Joined: Fri Oct 22, 2010 10:48 am

Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by EvaldsUrtans »

Thank you MasterFalcon,

I found out one of the reasons for white textures :) I had code that was working fine on Ogre 1.7

Code: Select all

Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(0);
If I change it to:

Code: Select all

Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(1);
Then Overlay textures are visible again. I still have some messed up textures & as soon as I will find out why I'll post an update on this.
You do not have the required permissions to view the files attached to this post.
EvaldsUrtans
Kobold
Posts: 28
Joined: Fri Oct 22, 2010 10:48 am

Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by EvaldsUrtans »

Other bug is related with this issue http://www.ogre3d.org/forums/viewtopic.php?f=2&t=70510

I took SDK from http://sourceforge.net/projects/ogre/fi ... 1.8/1.8.2/ & it is still there

On Ogre 1.7 this worked fine to create semi-transparent solid material:

Code: Select all

material gui_main_menu_bottom_background
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			depth_write off
			scene_blend alpha_blend
			
			texture_unit
			{
				colour_op_ex source1 src_manual src_current 0.26 0.5 0.62
			}
		}
	}
}
Now it is working only with dummy texture

Code: Select all

material gui_main_menu_bottom_background
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			depth_write off
			scene_blend alpha_blend
			
			texture_unit
			{
				texture white_dot.png
				colour_op_ex source1 src_manual src_current 0.26 0.5 0.62
			}
		}
	}
}
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by EvaldsUrtans »

tex_address_mode mirror has also changed its behaviour

Code: Select all

Ogre::FloatRect texRect;
	....
	m_pBillboard1->setTexcoordRect(texRect);
Now if for example texRect.left = -0.0f and texRect.right -0.1f texture won't be flipped. It will be flipped only if texRect.left = 1.0f and texRect.right 1.1f
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by Kojack »

tex_address_mode mirror has also changed its behaviour
...
Now if for example texRect.left = -0.0f and texRect.right -0.1f texture won't be flipped.
That's the way it should be. tex_address_mode mirror will make the texture before 0 or after 1 reversed. Having left = 0 and right = -0.1 is also reversed. Two reverses cancel out.
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by EvaldsUrtans »

Is it possible to disable mipmaps on Ogre 1.8? setDefaultNumMipmaps(0) disables all textures
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by EvaldsUrtans »

Another serious problem is that I cannot scale up Overlay textures/viewport for Retina displays anyway I try :(

ogre.cfg

Code: Select all

Render System=OpenGL ES 1.x Rendering Subsystem

[OpenGL ES 1.x Rendering Subsystem]
Content Scaling Factor=1.0
FSAA=0
Full Screen=Yes
RTT Preferred Mode=FBO
Orientation=Portrait
VSync=No
VSync Interval=1
Video Mode=320 x 480
sRGB Gamma Conversion=No
macAPI=carbon
Colour Depth=32
But it seems having no effect - I can change it anyway I want, but still output will be:

Code: Select all

GLESRenderSystem::_createRenderWindow "OGRE Render Window", 320x480 fullscreen  miscParams: FSAA=0 contentScalingFactor=2 displayFrequency=0 Hz 
iOS: Window created 320 x 480 with backing store size 640 x 960 using content scaling factor 2.0
This line never changes as hard as I try: "iOS: Window created 320 x 480 with backing store size 640 x 960 using content scaling factor 2.0"

The code I have tried as well (has no effect on log output):

Code: Select all

uint uiWidth = 320;
	uint uiHeight = 480;
m_pRoot->initialise(false);
NameValuePairList miscParams;
    miscParams["contentScalingFactor"] = "1.0";
    miscParams["Video Mode"] = "320x480";
	m_pRenderWnd = m_pRoot->createRenderWindow("renderWindowMain", uiHeight, uiWidth, true, &miscParams);
I have tried also default window with no effect on log output:

Code: Select all

m_pRenderWnd = m_pRoot->initialise(true);
Does anyone has any ideas?
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by masterfalcon »

I believe that bug was fixed fairly recently. You will need to build Ogre from source.
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by EvaldsUrtans »

I just took latest 1.9 version from https://bitbucket.org/sinbad/ogre/downloads & built for iOS

This bug has not been resolved. Can anyone who knows EAGLWindow etc classes help to suggest why content has not been scaled up on iOS Retina display?

Output & visual is the same as above.. I am sure that Ogre has been updated because I had to add OverlaySystem, because it is now as module in 1.9
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by masterfalcon »

If you're trying to change hardware types using the simulator then you will need to delete the application between runs.
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by EvaldsUrtans »

I tried deleting all binaries - now I will try to compile from source 1.7 for iOS6
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Re: All textures displayed white after Ogre 1.8 upgarde on i

Post by EvaldsUrtans »

I could not get it working on iOS 6 using Ogre 1.7, but I managed to hack current version of Ogre 1.9 for iOS

I commented out in:
EAGLWindow::initNativeCreatedWindow

Code: Select all

if ((opt = mGLSupport->getConfigOptions().find("Content Scaling Factor")) != end)
        {
//            mContentScalingFactor = StringConverter::parseReal(opt->second.currentValue);
        }
And initialized window like this:

Code: Select all

NameValuePairList miscParams;
    miscParams["contentScalingFactor"] = "1.0";
	m_pRenderWnd = m_pRoot->createRenderWindow("renderWindowMain", uiHeight, uiWidth, false, &miscParams);
Now it is scaling to 1.0 - it looks like EAGLWindow::initNativeCreatedWindow overrides contentScalingFactor declared in EAGLWindow::create
But it would be OK if "Content Scaling Factor" would be taken in account from ogre.cfg, but for some reason it does not get loaded, instead it loads default value of screen scale.

I might have some problem of Ogre finding ogre.cfg (although from log it looks like it is being loaded).

Nonetheless I think m_pRoot->createRenderWindow should be able to override contentScalingFactor without hacking.