|
More site info...
|
|
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.
|
|
|
|
|
Posting activity on Help:
|
|
Week
|
Month
|
3 Months
|
|
Threads:
|
193
|
640
|
1,665
|
|
Post:
|
476
|
1,579
|
3,978
|
|
|
Help Posting activity graph:
|
Top authors during last week:
user's latest post:
OGRE SDK on Xcode 3.0
Published (2009-11-10 02:23:00)
When you added it, did you add it with or without the 'OIS' bit? I think it expects it to be OIS/OIS.h, so if you gave your development environment a path like 'include/OIS', I will fail. Needs to be 'include'. I know nothing about the inner workings of a Mac
user's latest post:
Problem with wiki tutorial 6
Published (2009-11-10 13:54:00)
Check if mRoot or cam is NULL and have a look at the Ogre.log.
user's latest post:
Mouse Selection - Always World...
Published (2009-11-10 12:51:00)
The problem was indeed the break; lines as everytime it was breaking after the first hit I believe. I do have a basic question as to how I should go about setting this up though. I am extremely OCD and would rather spend 3 hours tinkering with something and knowing its setup the best way possible than 15 minutes and having it work. Its a gift & a curse but ah well. Anyways... Basically I want to check first if the click is on an...
user's latest post:
Ogre1.7 App Runs in VC++ 08 but...
Published (2009-11-10 07:07:00)
I am getting some of the exact messages you are getting here: Code: Select all 22:55:59: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1. 22:55:59: Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1. 22:55:59: Parsing script...
user's latest post:
Setting Material/Shader Parameters
Published (2009-11-07 06:45:00)
Well, most quads are not planar -- that's why we rasterize triangles, because since they are the only geometric 3D primitive guaranteed to be planar, you can make lots of optimizations in the rasterizing process. Again, though, you can't do what you mention with uniform constants (unless you want to render one decal per pass) -- you still need to access the heightfield data on the CPU to figure out how much to adjust the verts, and...
user's latest post:
Errors compilling after...
Published (2009-11-03 15:38:00)
Ok I was able to get everything compiled. I had to remove Paged Geometry though to remove the last of the errors. However now when I try to run the client I get the following error: The procedure entry point ?createResourceGroup@ResourceGroupManager@Ogre@@QAEXABV? $basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@ @@Z could not be located in the dynamic link library OgreMain.dll. I did copy the new dlls over to the client directory....
user's latest post:
TUTO 7 & CEGUI compiling error
Published (2009-11-04 16:15:00)
I mean you can use an example of Ogre as a template, eg Crowd. In crowd.cpp you can replace the code by any of the tutorial and run without problems, because it has all the dependencies. Not the best solution but it can help
user's latest post:
Setting Material/Shader Parameters
Published (2009-11-07 11:36:00)
OK, you've convinced me. I'm going to give it a try. Since the footpath layout won't change every frame, I'm thinking that I will only need to rebuild the vertex buffer when it changes. The user won't be laying down footpaths all time, so I guess that shouldn't be a problem. I hope there won't be a large performance hit during the frame while the buffer is being rebuilt (i.e. a slight pause). The only thing...
user's latest post:
Mouse Selection - Always World...
Published (2009-11-10 04:10:00)
It might be useful to do some printf debuging. Stick some printf statements in there to output stuff like how many query results there are, and when you get a worldFragment or a moveable result. That way you can figure out if the problem is no results, or maybe you're getting a movable but there's something wrong with the code to handle that case. CrimsonGT wrote: I just realized what you meant about the breaks, I dont even...
|
|
|
|
Latest active threads on Help::
Started 5 hours, 52 minutes ago (2009-11-12 13:25:00)
by cose
hi, so i managed it somehow by changing ogre source code : OgrePatchMesh.h Code: Select all void Update( void * controlPointBuffer, size_t width, size_t height,size_t uMaxSubdivisionLevel, size_t vMaxSubdivisionLevel,PatchSurface::VisibleSide visibleSide ); OgrePatchMesh.cpp Code: Select all void PatchMesh::Update( void * controlPointBuffer, size_t width, size_t height,size_t ...
Started 7 hours, 52 minutes ago (2009-11-12 11:25:00)
by jacmoe
Is it fatal? Ogre cannot find a shader. Are you sure you've setup all required media properly?
Started 9 hours, 43 minutes ago (2009-11-12 09:34:00)
by Olemars
error C1115: unable to find compatible overloaded function "normalize(error)" Code: Select all vec3 i = normalize(ecPosition3 - ecCamPos3); ecPosition3 isn't declared anywhere, so the glsl compiler doesn't know what to do with it. The error in "normalize(error)" means it couldn't resolve the parameters in the function call. Error messages from shader compilers are known to be a bit ...
Started 2 weeks, 6 days ago (2009-10-23 09:02:00)
by Danoli3
Hello, I have our game character here and she is having quite a bad graphical artifact from viewing her at an angle or at a long distance away. I couldn't find anything on the forums about this, but please link me if its a simple problem Here are some screenshots of this:
Close and far away pic graphicp1.jpg (117.59 KiB) Viewed 45 times
At a ...
Started 1 week ago (2009-11-05 11:54:00)
by tuan kuranes
Here's a must read on the subject: http://www. gamasutra.com/view/feature/1 ... veness.php
Started 1 year ago (2008-10-17 20:34:00)
by adimirea
* bump *
I will just resort to using the binary SDK and make some tutorials I guess, but I really wanted to compile the engine first...
I tried both the latest SVN and the 1.6 RC candidate source avaibable for download, both in debug and release, and although i've had to fix different errors, i end up in the same place which is the error above.
From what I can tell, ...
Started 20 hours, 16 minutes ago (2009-11-11 23:01:00)
by Jhonny
Started 2 weeks, 2 days ago (2009-10-27 02:58:00)
by akem321
Hi, I believe there are chances it is a shader thingy, you could dump the RenderTexture to see if it's correctly renderered, i know Ogre has some easy way to do that like RenderTarget::writeContentsToTimestampedFile, things like that, may help... I remember problems with my compositors not working on ATI because i was using unsupported functions, stuff that were working just fine on Nvidia; but ...
|
|
Hot threads for last week on Help::
Started 4 days ago (2009-11-08 18:47:00)
by spacegaier
Ehmm...how about telling us what kind of errors? Unfortunately, we are no visionaries here .
Started 5 days, 16 hours ago (2009-11-07 02:46:00)
by xavier
You are missing the uniform keyword.
Started 5 days, 23 hours ago (2009-11-06 20:03:00)
by Jabberwocky
For the Additional Dependencies, you want to list the .lib files, not the .dll files (as you wrote in your post). Also, you've specified your library and include directories in an unusual way (Tools | Options | Projects and Solutions | VC++ Directories | Include Files) The usual way of identifying your additional library and include directories is in the Project Property Pages: - Configuration ...
Started 4 days, 20 hours ago (2009-11-07 23:00:00)
by spacegaier
This F:/ drive got nothing to do with your PC, but the one Ogre was developped on. Just ignore this path. Concerning the crash:Is there an Ogre.log file created with some additional information? Did you debug and can tell us in which line this error is caused?
Started 3 days, 6 hours ago (2009-11-09 12:41:00)
by jacmoe
Very easy. It's plain old XML. http://www.ogre3d.org/wiki/index.php/Ad ... _Framework http://www.ogre3d.org/wiki/index.php/Do ... Data_Class
Started 3 days ago (2009-11-09 18:59:00)
by jacmoe
If you insist on running it through the debugger from Visual Studio in release mode, remember to set your projects debugging properties. Just like it's done in debug mode.
Started 1 day, 9 hours ago (2009-11-11 09:49:00)
by Kenshido
Do you compile release version of your project or debug?
Started 5 days, 9 hours ago (2009-11-07 09:19:00)
by wacom
Perhaps they all scale down to the smallest one (128x128)? Try only using the top on all sides ...
Started 2 days, 17 hours ago (2009-11-10 01:58:00)
by masterfalcon
What are the errors that you are getting?
Started 1 week, 5 days ago (2009-10-31 16:55:00)
by Nir Hasson
Hey - I think I found it and just fixed it - the reason was that the depth/stencil buffer was grabbed internaly by the RS using the IDirect3DDevice9::GetDepthStencilSurface method directly for temporary usage, but it was not followed by appropriate Release call... Try the latest version of D3D9 RS and let me know..
|
|