
Ogitor build for 1.10
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- Troll
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Ogitor build for 1.10
Does someone have an Ogitor build that works with Ogre 1.10? I'm tired of fixing build issues .... 

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- OGRE Team Member
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Re: Ogitor build for 1.10
which sources do you use? this should be in a buildable state:
https://github.com/OGRECave/ogitor
https://github.com/OGRECave/ogitor
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- Troll
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Re: Ogitor build for 1.10
I've tried that. VS 2017, 64 bit, no boost, only OpenGL3+.
I get lots of missing boost includes/libs, a lot of errors related to missing operator * on Vector classes, and many others. That's after fumbling with CMake for 3-4 hours to get it to generate the project.
I only need a terrain editor, even a simple one, compatible with Ogre 1.10 - 64 bit, or even lower (i would like to have compression available).
I get lots of missing boost includes/libs, a lot of errors related to missing operator * on Vector classes, and many others. That's after fumbling with CMake for 3-4 hours to get it to generate the project.
I only need a terrain editor, even a simple one, compatible with Ogre 1.10 - 64 bit, or even lower (i would like to have compression available).
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- OGRE Team Member
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Re: Ogitor build for 1.10
ogitor currently requires boost-filesystem, boost-regex and the GL RenderSystem.
If you patch it to work without it, please create a PR.
If you patch it to work without it, please create a PR.
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- Troll
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Re: Ogitor build for 1.10
What about thread and datetime? Are those required or is cmake reading something wrong from the configuration files?
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- OGRE Team Member
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Re: Ogitor build for 1.10
boost thread (and thus datetime) seems to be used by OFS - although not explicitly requested by CMake.