What kind of realtime shaders Ogre Mesh Viewer supports ?
Every kind ? Only static ? Only texture rotation/translation effects ?
I mean the OgreMeshViewer viewport, what can show ? Just a simple preview, or the effective preview of a realtime shader ?
I tried export some .rfx file from RenderMonkey 1.6 to OgreMeshViewer, and it loads them, but the more complex of them (the ones which requires a HLSL program to run) shows but static (I can't rotate the mesh).
If I press apply material, or validate material, the mesh changes, and I see an unproper shader (like if is just directx7) on the mesh, and finally I can rotate it.
Any thoughts ?
Note:
If I press validate material, and then Apply Material, the MeshViewer crashes badly, I paste the log:
Code: Select all
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Details:
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Error #: 4
Function: D3D9RenderSystem::setConfigOption
Description: D3D9 : RenderSystem Option: Vertex processing = HardwareOption named 'Vertex processing' does not exist..
File: \Projects\OgreCVS\Branches\Azathoth\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderSystem.cpp
Line: 298
Stack unwinding: D3D9RenderSystem::setConfigOption(..) <- <<beginning of stack>>
15:28:39: D3D9 : RenderSystem Option: Anti aliasing = Level 2
15:28:39: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
15:28:39: Creating resource group MeshViewerGroup
15:28:39: Initialising resource group MeshViewerGroup
15:28:39: Parsing scripts for resource group MeshViewerGroup
15:28:39: Finished parsing scripts for resource group MeshViewerGroup
15:28:39: D3D9 : Subsystem Initialising
15:28:39: ***************************************
15:28:39: *** D3D9 : Subsystem Initialised OK ***
15:28:39: ***************************************
15:28:39: ResourceBackgroundQueue - threading disabled
15:28:39: D3D9RenderSystem::createRenderWindow "View", 100x100 windowed miscParams: externalWindowHandle=1311386
15:28:39: D3D9 : Created D3D9 Rendering Window 'View' : 636x476, 32bpp
15:28:40: Registering ResourceManager for type Texture
15:28:40: Registering ResourceManager for type GpuProgram
15:28:40: RenderSystem capabilities
15:28:40: -------------------------
15:28:40: * Hardware generation of mipmaps: yes
15:28:40: * Texture blending: yes
15:28:40: * Anisotropic texture filtering: yes
15:28:40: * Dot product texture operation: yes
15:28:40: * Cube mapping: yes
15:28:40: * Hardware stencil buffer: yes
15:28:40: - Stencil depth: 8
15:28:40: - Two sided stencil support: yes
15:28:40: - Wrap stencil values: yes
15:28:40: * Hardware vertex / index buffers: yes
15:28:40: * Vertex programs: yes
15:28:40: - Max vertex program version: vs_2_0
15:28:40: * Fragment programs: yes
15:28:40: - Max fragment program version: ps_2_0
15:28:40: * Texture Compression: yes
15:28:40: - DXT: yes
15:28:40: - VTC: no
15:28:40: * Scissor Rectangle: yes
15:28:40: * Hardware Occlusion Query: yes
15:28:40: * User clip planes: yes
15:28:40: * VET_UBYTE4 vertex element type: yes
15:28:40: * Infinite far plane projection: yes
15:28:40: * Hardware render-to-texture: yes
15:28:40: * Floating point textures: no
15:28:40: * Non-power-of-two textures: yes
15:28:40: * Volume textures: yes
15:28:40: Particle Renderer Type 'billboard' registered
15:28:40: Creating viewport on target 'View', rendering from camera 'MainCamera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
15:28:40: Viewport for camera 'MainCamera', actual dimensions L: 0 T: 0 W: 636 H: 476
15:28:40: MeshViewer -> default num nip map set to 5
15:28:40: MeshViewer -> 32Bit textures : true
15:28:40: MeshViewer -> default animation interpolation mode set to : IM_SPLINE
15:28:40: MeshViewer -> default anisotropy level set to : 1
15:28:40: MeshViewer -> default texture filtering set to : 3
15:28:40: Destroying resource group MeshViewerGroup
15:28:40: Unloading resource group MeshViewerGroup
15:28:40: Finished unloading resource group MeshViewerGroup
15:28:40: Parsing material scripts
15:28:40: Creating resource group MeshViewerGroup
15:28:40: Added resource location 'C:\Documents and Settings\Administrator\Desktop\Blitz2Ogre\exportedmesh\ogre3d\turtle' of type 'FileSystem' to resource group 'MeshViewerGroup'
15:28:40: Initialising resource group MeshViewerGroup
15:28:40: Parsing scripts for resource group MeshViewerGroup
15:28:40: Parsing script Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Pixel_Shader.program
15:28:40: Parsing script Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Vertex_Shader.program
15:28:40: Parsing script BubbleShader_ASM.material
15:28:40: Error in material Direct_X_9_Bubble_Effect.BubbleShader_ASM at line 54 of BubbleShader_ASM.material: Invalid param_indexed_auto attribute - time_0_x
15:28:40: Error in material Direct_X_9_Bubble_Effect.BubbleShader_ASM at line 121 of BubbleShader_ASM.material: Invalid param_indexed_auto attribute - time_0_x
15:28:40: Finished parsing scripts for resource group MeshViewerGroup
15:28:40: End of material scripts parsing.
15:28:40: Mesh: Loading turtle.mesh.
15:28:40: Texture: rainbowfilm_smooth.bmp: Loading 1 faces(PF_R8G8B8,256x256x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
15:28:40: D3D9 : Loading Cube Texture, base image name : 'room-dxt5.dds' with 5 mip map levels
15:28:40: MaterialSerializer : writing material Direct_X_9_Bubble_Effect.BubbleShader_ASM to queue.
15:28:40: MaterialSerializer : parsing texture layer.
15:28:40: MaterialSerializer : parsing texture layer.
15:28:40: MaterialSerializer : done.
15:28:40: MaterialSerializer : parsing texture layer.
15:28:40: MaterialSerializer : parsing texture layer.
15:28:40: MaterialSerializer : done.
15:28:40: Texture: spot_shadow_fade.png: Loading 1 faces(PF_B8G8R8,128x128x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
15:28:46: Material validation : START
15:28:46: Material validation : END