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Forum profile page for Help on http://www.ogre3d.org.
This report page is the aggregated overview from a single forum: Help, located on the Message Board at http://www.ogre3d.org.
This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period.
Additional forum profile information for "Help" on the Message Board at http://www.ogre3d.org is also shown in the following ways:
1) Latest Active Threads
2) Hot Threads for Last Week
Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.
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Posting activity on Help:
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3 Months
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Threads:
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187
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652
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1,695
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Post:
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490
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1,676
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4,155
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Help Posting activity graph:
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Top authors during last week:
user's latest post:
how to build the scene
Published (2009-11-26 05:12:00)
Now I am beginning to learn how to use modeling tools such as (3dsmax, ogre max exporter, ogitor) to build and modify .scene files. Sometimes I can see the objects in 3ds max windows, but I can not find them in ogremaxviewer window, It is all black. I hope that someone can give me some suggestions. The best is that you can recommend to me some related learning materials (such as video tutorials)and the roadmap. Now I know that we can get .max...
user's latest post:
CMake falls into infinite loop...
Published (2009-11-25 05:23:00)
It appears to be caused by the following lines in the CMakeLists.txt file at the root of the source tree: Code: Select all include(CMakeForceCompiler) CMAKE_FORCE_C_COMPILER(gcc-4.0 GNU) CMAKE_FORCE_CXX_COMPILER(gcc-4.0 GNU) These are necessary for 10.4 compatibility so removing or commenting them out isn't an option. But I'm unsure why an error is being thrown but only when creating makefiles.
user's latest post:
Anti aliasing causes tearing
Published (2009-11-28 12:21:00)
Glad you got it sorted, tricky bug indeed. Keep up the good work !
user's latest post:
Error with new project...
Published (2009-11-25 17:19:00)
This usually means you've accidentally referred to one version of the OIS headers but have linked to a different version of the library. Check that your paths are not picking up conflicting versions, and if you're sure they're not then a clean build should resove it.
user's latest post:
CEGUI layout Editor Crashes
Published (2009-11-28 17:20:00)
Hi, Im currently trying to use CEGUI layour editor but it doesn't seem to: 1) Make the ini file so it says it dosen't exist every time I run it. 2)It Crashes whenever i try to create a new or open a existing layout Any Help? Thanks,
user's latest post:
Setting world geometry using a...
Published (2009-11-23 08:24:00)
Whatever you used to export, you'll need the matching loader. ".scene" isn't an Ogre format, it's just an XML file. The only "world geometry" file understood by any of the scene managers that Ogre provides by default, is the "terrain.cfg" file and the format and contents of that file. Also don't expect to get the same results from your Max model data as you do from the...
user's latest post:
Cg shader error
Published (2009-11-26 14:51:00)
Can you show me where you define n, how you calculate his values and where you use A[]? You can do this yourself anyway with GPU ShaderAnalyzer (writing in HLSL, that is quite similar to Cg), you will see that probably this code: Code: Select all float B[11]; for(int i=1;i<10;i++) { B[i] = 1; } Isn't...
user's latest post:
[Problem] Linker Errors : LNK...
Published (2009-11-22 08:44:00)
Can you compile and execute the sample solutions? From what I can tell, your missing libraries that need to be linked with your project. Also, when you switched from VS 2005 to VS 2008, did you reinstall the correct sdk? Assuming your using visual studios, go to project->properties, expand the linker category, and select input. List all the entries in Additional Dependencies. You may have also used the precompiler directive #pragma...
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Latest active threads on Help::
Started 1 day, 1 hour ago (2009-11-29 17:55:00)
by JustBoo
One way is to use composition and write a class that has appropriate scenenode and entity class pointers as data members. (Amoung many other things.) This will represent the "NPC actor." I called my class "NPC." You can, of course, call it anything you want. In your framelistener header add a vector and interator. std::vector<NPC> mNPCList; std::vector<NPC>::iterator mNPCIter; Amoung all the ...
Started 1 day, 5 hours ago (2009-11-29 14:39:00)
by rogerdv
I adapted the third person camera system to make a free look camera, I just rotate my node according to the mouse movement. It is trivial, even for an inept programmer like me. It is something like this: Code: Select all const OIS::MouseState &ms = mMouse->getMouseState(); pNode->yaw(Degree(-ms.X.rel * 0.13)); sightNode->translate(0,-ms.Y.rel*0.13,0); Maybe that can help you.
Started 1 day, 23 hours ago (2009-11-28 20:17:00)
by Kaze Youkai
The OgreHead Entity does not have a subentity at index 1? Are you perhaps trying to get a subMesh? If so, you need to get the entity's mesh, then its submeshes.
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Hot threads for last week on Help::
Started 1 week ago (2009-11-23 17:04:00)
by jacmoe
I am using Qt Creator with Ogre. Works.
QtCreatorOgre.zip
(7.78 KiB) Downloaded 4 times
Started 1 week ago (2009-11-22 23:02:00)
by jacmoe
Do you have separate source and build directories ?
Started 5 days, 9 hours ago (2009-11-25 09:57:00)
by xadhoom
Then you might post this question in the "Help" or according GSOC area...
Started 6 days, 5 hours ago (2009-11-24 14:38:00)
by chaosavy
are these manual objects? are they very "thin" (eg: a plane)? Either way keep in mind that the order where the vertexes (the dots as I call em) are drawn determines the direction of the face that is formed by joining them. So yeah they dissapear. I've gotten around some of this by drawing the face twice, once clockwise and once counterclockwise to form faces facing both directions.
Started 4 days, 16 hours ago (2009-11-26 03:37:00)
by Kaze Youkai
You still need to have the devices capture(). You can do this by calling the device capture() methods in the FrameListeners or in a separate thread, depending on how independent you want/need input to be from rendering.
Started 6 days, 2 hours ago (2009-11-24 16:53:00)
by jacmoe
Er, what? ' evt' is passed in, so it does exist. Do you get any errors?
Started 2 days, 19 hours ago (2009-11-27 23:46:00)
by Kaze Youkai
I believe the typical approach is to simple create some sort of handler for the different views. In this way, you use the builtin Ogre::Camera and just specify different mechanisms around it. This actually makes more sense than subtyping the Camera type, since you're not really redefining or extending any "Camera" functionality per se--just different mechanics applied to a camera.
Started 1 week, 2 days ago (2009-11-21 17:52:00)
by jacmoe
Did you ever post a question there? At the PCZSM forum? Google Aftershock if you want to see a PCZ powered game. Not open source, though.
Started 1 week ago (2009-11-22 23:46:00)
by vitefalcon
Are you trying to use 'Release' plugins instead of 'Debug' plugins?
Started 5 days, 17 hours ago (2009-11-25 02:37:00)
by Calder
Well, I'm not sure about the CEGUI error, but if you're not married to a GUI library yet then I might give QuickGUI a look. I've worked pretty hard on the CMake system for Linux, so it should theoretically work out of the box.
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