ogre3d

Minimum DirectX 9.0c version and how to check for it

不羁岁月 提交于 2020-01-24 12:10:07
问题 Our Windows C++ Ogre-based game is nearing completion. Before we publicly release it, we have to solve this matter : Ogre crashes on many test-computers if they are not updated to the latest Dx9.0c version. All these computers already had 9.0c installed, but that must have been an older OS-pre-installed sub-version, hence the crash..? The 1st questions is : how can I ensure that a user has the correct 9.0c version so that the game doesn't crash on the user's face, but instead show a message

Static C++ Variable Apple Mach-o Linker issue

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-24 16:33:03
问题 I am working on an Ogre project and I am getting some issues with Xcode. Whenever I make the scene manager pointer static, the program does not compile and I get the following error: Undefined symbols for architecture x86_64: "OgreInit::sceneManager", referenced from: OgreInit::initOgre() in OgreInit.o OgreInit::initScene() in OgreInit.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation) Here is my OgreInit.cpp

Ogre 3d: RenderTexture bigger than RenderWindow

雨燕双飞 提交于 2019-12-22 12:23:36
问题 I have two ogre applications: 1) Sub application , that render to a window and to a texture (using same camera). The texture is "exported" to shared memory (shm in linux) 2) Main application , where a plane shows what is happening in the (1) "sub application", loading the texture from shared memory. The texture where (1) renders has same size than texture used by plane in (2). E.g.: 512x512 All works fine if the RenderWindow is bigger or equal than RenderTexture. What you see in (1) is

How to use SDL with OGRE?

不想你离开。 提交于 2019-12-19 19:46:37
问题 When I go to use OGRE with SDL (as described in this article), I seem to be having trouble with a second window that appears behind my main render window. Basically, the code I'm using is this: SDL_init(SDL_INIT_VIDEO); SDL_Surface *screen = SDL_SetVideoMode(640, 480, 0, SDL_OPENGL); Ogre::Root *root = new Ogre::Root(); root->restoreConfig(); root->initialise(false); Ogre::NameValuePairList windowSettings; windowSettings["currentGLContext"] = Ogre::String("True"); Ogre::RenderWindow *window =

'Difference' between two quaternions

房东的猫 提交于 2019-12-17 23:39:39
问题 I'm working in Ogre, but it's a general quaternion problem. I have an object, to which I apply a rotation quaternion Q1 initially. Later, I want to make it as if I initially rotated the object by a different quaternion Q2. How do I calculate the quaternion which will take the object, already rotated by Q1, and align it as if all I did was apply Q2 to the initial/default orientation? I was looking at (s)lerping, but I am not sure if this only valid on orientations rather than rotations ? 回答1:

Run OGRE SDK failed

拜拜、爱过 提交于 2019-12-12 05:59:12
问题 I am new to Ogre. I downloaded OgreSDK_vc9_v1-7-4 and I want to run it using VS2008. After I extract the source code from it, I open folder OgreSDK_vc9_v1-7-4\Samples\Browser. It builds and runs successfully. But then an error dialog appears.The information is : ERROR: These requested sample plugins were either missing, corrupt or invalid. _:.\Sample_BezierPatch_d _:.\Sample_BSP_d etc I did this as the book "OGRE 3D 1.7 Beginner's Guide" said. Have I missed something? 回答1: When building Ogre,

Drawing over a 3D rendered scene using C#

爷,独闯天下 提交于 2019-12-12 03:33:20
问题 UPDATE: Since originally asking this question, I have changed my approach slightly. Rather than drawing using System.Drawing.Graphics , I am hosting a WPF user control with an InkCanvas. That does everything I need it to do. The problem still is that I cannot get the background of the ElementHost to be transparent. I see the same black square I was seeing before. ORIGINAL QUESTION: I have a C# WinForms application that renders a 3D scene using Ogre3D to a panel in the form using that panel's

Ogre3d: iterating through childnode error

狂风中的少年 提交于 2019-12-11 04:45:14
问题 I have a city node which houses many building nodes, each of these I wish to grant a new child-node. which tells the house what role and sign they have/role. Which can later be used for other functions. for now all get the same .mesh (will later make a sign) to identify which house is what. it shall be randomly assigned. If I try to run this I get the following error. I am very new to ogre , which adds to some weird code int CityManager::assignBuildingRole(Ogre::SceneNode * _cityNode, int

Ogre3D, Multiple Monitors, and the Mouse Cursor

柔情痞子 提交于 2019-12-07 11:26:55
问题 I am developing an application that requires multihead rendering in OpenGL. Right now, I can render to multiple screens, but the travel of my mouse cursor is limited to a single screen. However, I'd like to be able to use the mouse cursor on all of the rendered screens. Has anyone run into this same issue, and if so, how did you go about resolving it? 回答1: I found a working solution for this. First, I had to instantiate my Ogre::RenderWindow objects in windowed mode rather than full-screen

Ogre3D, Multiple Monitors, and the Mouse Cursor

只谈情不闲聊 提交于 2019-12-05 14:24:39
I am developing an application that requires multihead rendering in OpenGL. Right now, I can render to multiple screens, but the travel of my mouse cursor is limited to a single screen. However, I'd like to be able to use the mouse cursor on all of the rendered screens. Has anyone run into this same issue, and if so, how did you go about resolving it? I found a working solution for this. First, I had to instantiate my Ogre::RenderWindow objects in windowed mode rather than full-screen mode -- full-screen mode was emulated easy enough by instantiating the Ogre::RenderWindow objects without