ogre

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,

Enabling materials and textures for OGre 3D model in jmonkeyengine?

不想你离开。 提交于 2019-12-11 14:08:00
问题 I downloaded models from WorldForge and I can introduce the mesh of a goblin to my scene but the texture and material won't render: I use eclipse and the added files look like this: The way I add the goblin in the code is this Spatial model3 = assetManager.loadModel("objects/creatures/goblin/goblin.mesh.xml"); model3.setLocalTranslation(-30.0f, 4.5f, 0.0f); rootNode.attachChild(model3); Can you help me how I improve the goblin? There are several textures and materials definition in the files

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

Cg problems with OpenGL

我怕爱的太早我们不能终老 提交于 2019-12-10 15:54:16
问题 I'm working on an OpenGL project on Windows, using GLEW to provide the functionality the provided Windows headers lack. For shader support, I'm using NVIDIA's Cg. All the documentation and code samples I have read indicate that the following is the correct method for loading an using shaders, and I've implemented things this way in my code: Create a Cg context with cgCreateContext . Get the latest vertex and pixel shader profiles using cgGLGetLatestProfile with CG_GL_VERTEX and CG_GL_FRAGMENT

QtQuick dynamic object in a different context

时光毁灭记忆、已成空白 提交于 2019-12-10 10:56:43
问题 In my qml I'm creating a C++ component object but can't figure out how to reference the object once it's created. Here's the qml to create an OgreScene object: MouseArea { anchors.fill: parent function scene() { var scene = Qt.createQmlObject( "import Client.Plugin.Ogre 0.1; OgreScene{ id: pluginScene; engine: OgreEngine }", plugin ); console.log( "qml: init scene" ); pluginScene.init(); } onClicked: scene() } When I run it I get: Qt Debug: qml: init scene Qt Warning: qrc:///client.qml:118:

Ogre g++ compile-time error

旧时模样 提交于 2019-12-07 23:25:08
问题 On ubuntu, I have compiled and installed all the ogre libraries. However, when I try to compile a tutorial with this command g++ -o otest ogre.cpp -I `pkg-config --libs --cflags OGRE OIS` -lOgreMain -lOI and it outputs /tmp/cc9ndjXQ.o: In function `TutorialApplication::TutorialApplication()': ogre.cpp:(.text+0xd): undefined reference to `BaseApplication::BaseApplication()' /tmp/cc9ndjXQ.o: In function `TutorialApplication::TutorialApplication()': ogre.cpp:(.text+0x51): undefined reference to

Excluding lines containing a specific string from REGEX REPLACE in CMake

岁酱吖の 提交于 2019-12-06 13:25:56
This is my first post but I have been using StackOverflow for years. Thanks for helping me every time. I am writing a script in CMake that is supposed to rewrite a portion of a .cfg file (it is the resources.cfg file from Ogre 3D engine) so that: when running config with cmake, absolute paths are set according to the system when installing, all files are copied into a folder and relative paths are set instead I will focus only on the first part, since they are both similar. This is the resource file I am working on: # Resources required by the sample browser and most samples. [Essential] Zip

QtQuick dynamic object in a different context

為{幸葍}努か 提交于 2019-12-06 11:53:32
In my qml I'm creating a C++ component object but can't figure out how to reference the object once it's created. Here's the qml to create an OgreScene object: MouseArea { anchors.fill: parent function scene() { var scene = Qt.createQmlObject( "import Client.Plugin.Ogre 0.1; OgreScene{ id: pluginScene; engine: OgreEngine }", plugin ); console.log( "qml: init scene" ); pluginScene.init(); } onClicked: scene() } When I run it I get: Qt Debug: qml: init scene Qt Warning: qrc:///client.qml:118: ReferenceError: pluginScene is not defined I added this to the inline qml: import Client.Plugin.Ogre 0.1

Ogre g++ compile-time error

拥有回忆 提交于 2019-12-06 08:17:16
On ubuntu, I have compiled and installed all the ogre libraries. However, when I try to compile a tutorial with this command g++ -o otest ogre.cpp -I `pkg-config --libs --cflags OGRE OIS` -lOgreMain -lOI and it outputs /tmp/cc9ndjXQ.o: In function `TutorialApplication::TutorialApplication()': ogre.cpp:(.text+0xd): undefined reference to `BaseApplication::BaseApplication()' /tmp/cc9ndjXQ.o: In function `TutorialApplication::TutorialApplication()': ogre.cpp:(.text+0x51): undefined reference to `BaseApplication::BaseApplication()' /tmp/cc9ndjXQ.o: In function `TutorialApplication::

How to create a .mesh file with OGRE?

99封情书 提交于 2019-12-05 10:31:44
I'm relatively new to OGRE graphics engine, so my question may seem too obvious, but searching for relevant information was not successful. Given: I have an OGRE application with a scene created of some meshes, lights, cameras and textures. It is rather simple, I think. That all is represented by a tree of scene nodes(internal object). The goal: To save the full tree of scene nodes or, preferably, an indicated branch of nodes of the tree to a ".mesh" file. To be able load it later as any other mesh. The ".mesh.xml" format is also fine. How it could be done? If not: If the desired thing is not