Page 1 of 1

Ogre3D 2.1 ... totally confuzzled user

Posted: Tue Jun 13, 2017 10:19 pm
by daikane
Welp, after about 9 years I'm back and thought to give 2.1 a spin, but ... totally confuzzled and out of loop at thato. I managed to get Ogre3D 2.1 and whatnots that belong to it configured and compiled, but then came into complete halt. Back in the day, if I recon right, there was some functioning tutorial about how to set up an app to show something... but as far as I can see, there's no comprehensive "tutorial" for 2.1 out there? (Sure yea, there's these Samples stuff in the package, but I mean more ground to roots stuff that doesn't rely on any blackbox SdkSamples or somesuch...)

Re: Ogre3D 2.1 ... totally confuzzled user

Posted: Tue Jun 13, 2017 10:54 pm
by dark_sylinc
Hi!

Welcome back!

We have a series of not-blackbox samples (even tutorials) if you set OGRE_BUILD_SAMPLES2 in CMake.
This guide is not finished but may help you getting started: https://ogrecave.github.io/ogre/api/2.1 ... pOgre.html

Also try checking out the Ogre 2.1 FAQ

Re: Ogre3D 2.1 ... totally confuzzled user

Posted: Mon Jun 19, 2017 8:14 am
by daikane
Thank you!

However, SDL2... EmptyProject's cmake refuses to find it altho SDL2 was in the very same bunch with FreeImage and whatnot in OGREDEPS solution to be built and installed.

Re: Ogre3D 2.1 ... totally confuzzled user

Posted: Mon Jul 31, 2017 8:55 am
by hyyou
Another confusing user here.

I also found that Ogre 2.1 is hard to install/use comparing to Bullet, Eigen, Box2D, and Ogre 1.9,
and faced several difficulty related to Ogre (every version, but 2.1 a bit harder than 1.9).

First, I took 2-3 days just to make the Ogre demo works.
- Ex. SDL2 linker error, no rendering system to select, can't run at full screen. (more detail
http://www.ogre3d.org/forums/viewtopic. ... 74#p537712 )

After that, I have to refactor some code to update from 9-months-ago (this is just an example):-

Code: Select all

 !retVal->pixelShader 
 to
 !retVal->pso.pixelShader 
^ I have to dig up and find the change in the Ogre Sample code. (got some headache)

Then, I got this error: -

Code: Select all

11:39:56: GLSL compile log: 2147483648VertexShader_vs
0(92) : error C1043: size of dimension cannot be less than 1  
The line "92" is shifted by 43 lines from the "#if 0" debug print.

Code: Select all

#if 0
	***	hlms_uv_count0	2
	***	texture_bind0	2
	***	hlms_uv_count	1
	***	PsoBlendblock	1
	***	glsl	635204550 .....
I love it, but I took 45 minutes to figure out the line-shift - the error is actually at line 92+43.
After an hour, using notepad++, I found that the cause hidden in "Structs_piece_vs_piece_ps.hlsl" :-

Code: Select all

f3dGridHWW[@value( [b]hlms_forward3d[/b] )];  
 ... change to ...
float4 f3dGridHWW[@value([b] forward3d_num_slices[/b] )]; 
  
^ but how am I supposed to know?

----

My above problems are solved.
However, I still feel that there are obstacles in every step, and I took (too) much time to overcome each of them.
I lose self-confidence every time I touch Ogre.

Is it because
-- I have low experience in C++ / not a good learner.
-- There are some documents that I forget read (I have read "Ogre 2.0 Porting Manual").
-- I didn't stalk this forum frequently enough.
-- Ogre is not designed for a light-heart.
-- Ogre 2.1 is still not "official".
-- I used too advance feature. (custom HLMS implemention)
-- Bad luck.
-- I am a problem myself. (From many post, I think most Ogres forumers seem to not face such issues at all.)
???

On a good side, I found that Ogre code is well organized (thus, most problem can be solved just by looking at the code).
People are very nice, and I always got answer if I ask here.
It is still disgraceful for me to take several days just to update Ogre 2.1->2.1 newest.

Re: Ogre3D 2.1 ... totally confuzzled user

Posted: Mon Jul 31, 2017 5:09 pm
by frostbyte
hyyou wrote:My above problems are solved.
However, I still feel that there are obstacles in every step, and I took (too) much time to overcome each of them.
I lose self-confidence every time I touch Ogre.

Is it because
-- I have low experience in C++ / not a good learner.
-- There are some documents that I forget read (I have read "Ogre 2.0 Porting Manual").
-- I didn't stalk this forum frequently enough.
-- Ogre is not designed for a light-heart.
-- Ogre 2.1 is still not "official".
-- I used too advance feature. (custom HLMS implemention)
-- Bad luck.
-- I am a problem myself. (From many post, I think most Ogres forumers seem to not face such issues at all.)
???.
i'd go with 4 ...Ogre is not designed for a light-heart.
but to be honest i did'nt deal much with other engines, i guess each has its faults and virtues.
being easy peasy walk in the park is definitely not one of ogre virtues, you start with a frustrating installation experience and from here things are starting to derail...
5 years later, you find yourself, still fighting in order to make your half-baked buggy engine production ready. :mrgreen:
i guess we are just not worthy of the mighty beast named OGRE. but i hope that we're slowly getting there :D