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  • How to fix Ogre3d segfault with std::_Rb_tree_insert_and_rebalance ?

    - by Balázs Béla
    Hello all. I'm working on a 3d music visualizer using Ogre3d, basically it's a spectrum analizer, a lot like the old xmms plugin: (http)://www.youtube.com/watch?v=_6NKBiwYN24 It works well, the bars are drawn and updated, there are no framerate issues, but it crashes randomly. Sometimes it can run without problems, finish the song, other times it crashes instantly, other times the music just stops, without a crash. Here is the source code for the main class : https://github.com/balazsbela/OgreVisualizer/blob/master/src/VisualizerApplication.cpp#L221 Also the crashes seem to happen less often when I display the framerate overlay from Ogre samples. Would limiting the framerate help ? The crashes are seemingly random. Is it a performance issue ? Please help me out, I'm quite lost on this one, I also posted on Ogre3d forums but I received no responses. (http)://www.ogre3d.org/forums/viewtopic.php?f=2&t=63207 I also tried stackoverflow: (http)://stackoverflow.com/questions/5050147/how-to-fix-ogre3d-segfault-with-std-rb-tree-insert-and-rebalance Thank you. Backtrace: balazsbela@darknet:~/workspace/OgreVisualizer/Release$ gdb OgreVisualizer core GNU gdb (GDB) 7.2-debian Copyright (C) 2010 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "i486-linux-gnu". For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>... Reading symbols from /home/balazsbela/workspace/OgreVisualizer/Release/OgreVisualizer...done. [New Thread 17705] [New Thread 17702] [New Thread 17703] [New Thread 17700] Reading symbols from /usr/lib/libv4l/v4l1compat.so...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libv4l/v4l1compat.so Reading symbols from /usr/local/lib/libOgreMain.so.1.7.1...done. Loaded symbols for /usr/local/lib/libOgreMain.so.1.7.1 Reading symbols from /usr/lib/libfftw3.so.3...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libfftw3.so.3 Reading symbols from /usr/lib/libSDL_sound-1.0.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libSDL_sound-1.0.so.1 Reading symbols from /usr/lib/libSDL-1.2.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libSDL-1.2.so.0 Reading symbols from /usr/lib/libSDL_mixer-1.2.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libSDL_mixer-1.2.so.0 Reading symbols from /usr/lib/libOIS-1.2.0.so...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libOIS-1.2.0.so Reading symbols from /usr/lib/libstdc++.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libstdc++.so.6 Reading symbols from /lib/i686/cmov/libm.so.6...Reading symbols from /usr/lib/debug/lib/i686/cmov/libm-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libm.so.6 Reading symbols from /lib/libgcc_s.so.1...(no debugging symbols found)...done. Loaded symbols for /lib/libgcc_s.so.1 Reading symbols from /lib/i686/cmov/libc.so.6...Reading symbols from /usr/lib/debug/lib/i686/cmov/libc-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libc.so.6 Reading symbols from /lib/i686/cmov/libpthread.so.0...Reading symbols from /usr/lib/debug/lib/i686/cmov/libpthread-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libpthread.so.0 Reading symbols from /usr/local/lib/libv4l1.so.0...done. Loaded symbols for /usr/local/lib/libv4l1.so.0 Reading symbols from /usr/lib/libfreetype.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libfreetype.so.6 Reading symbols from /usr/lib/libSM.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libSM.so.6 Reading symbols from /usr/lib/libICE.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libICE.so.6 Reading symbols from /usr/lib/libX11.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libX11.so.6 Reading symbols from /usr/lib/libXext.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXext.so.6 Reading symbols from /usr/lib/libXt.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXt.so.6 Reading symbols from /usr/lib/libXaw.so.7...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXaw.so.7 Reading symbols from /lib/i686/cmov/libdl.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libdl-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libdl.so.2 Reading symbols from /usr/lib/libboost_thread.so.1.42.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libboost_thread.so.1.42.0 Reading symbols from /usr/lib/libboost_date_time.so.1.42.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libboost_date_time.so.1.42.0 Reading symbols from /usr/lib/libfreeimage.so.3...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libfreeimage.so.3 Reading symbols from /usr/lib/libzzip-0.so.13...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libzzip-0.so.13 Reading symbols from /usr/lib/libz.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libz.so.1 Reading symbols from /usr/lib/libsmpeg-0.4.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libsmpeg-0.4.so.0 Reading symbols from /usr/lib/libmikmod.so.2...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libmikmod.so.2 Reading symbols from /usr/lib/libvorbis.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libvorbis.so.0 Reading symbols from /usr/lib/libvorbisfile.so.3...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libvorbisfile.so.3 Reading symbols from /usr/lib/libFLAC.so.8...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libFLAC.so.8 Reading symbols from /usr/lib/libogg.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libogg.so.0 Reading symbols from /usr/lib/sse2/libspeex.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/sse2/libspeex.so.1 Reading symbols from /usr/lib/libasound.so.2...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libasound.so.2 Reading symbols from /lib/i686/cmov/librt.so.1...Reading symbols from /usr/lib/debug/lib/i686/cmov/librt-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/librt.so.1 Reading symbols from /usr/lib/libdirectfb-1.2.so.9...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libdirectfb-1.2.so.9 Reading symbols from /usr/lib/libfusion-1.2.so.9...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libfusion-1.2.so.9 Reading symbols from /usr/lib/libdirect-1.2.so.9...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libdirect-1.2.so.9 Reading symbols from /usr/lib/libvga.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libvga.so.1 Reading symbols from /lib/ld-linux.so.2...Reading symbols from /usr/lib/debug/lib/ld-2.11.2.so...done. done. Loaded symbols for /lib/ld-linux.so.2 Reading symbols from /usr/local/lib/libv4l2.so.0...done. Loaded symbols for /usr/local/lib/libv4l2.so.0 Reading symbols from /lib/libuuid.so.1...(no debugging symbols found)...done. Loaded symbols for /lib/libuuid.so.1 Reading symbols from /usr/lib/libxcb.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libxcb.so.1 Reading symbols from /usr/lib/libXmu.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXmu.so.6 Reading symbols from /usr/lib/libXpm.so.4...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXpm.so.4 Reading symbols from /usr/lib/libjpeg.so.62...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libjpeg.so.62 Reading symbols from /usr/lib/libmng.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libmng.so.1 Reading symbols from /usr/lib/libopenjpeg.so.2...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libopenjpeg.so.2 Reading symbols from /lib/libpng12.so.0...(no debugging symbols found)...done. Loaded symbols for /lib/libpng12.so.0 Reading symbols from /usr/lib/libIlmImf.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libIlmImf.so.6 Reading symbols from /usr/lib/libImath.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libImath.so.6 Reading symbols from /usr/lib/libHalf.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libHalf.so.6 Reading symbols from /usr/lib/libIex.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libIex.so.6 Reading symbols from /usr/lib/libIlmThread.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libIlmThread.so.6 Reading symbols from /lib/libx86.so.1...(no debugging symbols found)...done. Loaded symbols for /lib/libx86.so.1 Reading symbols from /usr/local/lib/libv4lconvert.so.0...done. Loaded symbols for /usr/local/lib/libv4lconvert.so.0 Reading symbols from /usr/lib/libXau.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXau.so.6 Reading symbols from /usr/lib/libXdmcp.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXdmcp.so.6 Reading symbols from /usr/lib/liblcms.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/liblcms.so.1 Reading symbols from /usr/local/lib/OGRE/RenderSystem_GL.so...done. Loaded symbols for /usr/local/lib/OGRE/RenderSystem_GL.so Reading symbols from /usr/lib/libGLU.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libGLU.so.1 Reading symbols from /usr/lib/libGL.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libGL.so.1 Reading symbols from /usr/lib/libXrandr.so.2...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXrandr.so.2 Reading symbols from /usr/lib/libGLcore.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libGLcore.so.1 Reading symbols from /usr/lib/tls/libnvidia-tls.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/tls/libnvidia-tls.so.1 Reading symbols from /usr/lib/libXrender.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXrender.so.1 Reading symbols from /usr/lib/libXcursor.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXcursor.so.1 Reading symbols from /usr/lib/libXfixes.so.3...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXfixes.so.3 Reading symbols from /lib/i686/cmov/libnss_compat.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libnss_compat-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libnss_compat.so.2 Reading symbols from /lib/i686/cmov/libnsl.so.1...Reading symbols from /usr/lib/debug/lib/i686/cmov/libnsl-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libnsl.so.1 Reading symbols from /lib/i686/cmov/libnss_nis.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libnss_nis-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libnss_nis.so.2 Reading symbols from /lib/i686/cmov/libnss_files.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libnss_files-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libnss_files.so.2 Reading symbols from /usr/lib/alsa-lib/libasound_module_rate_speexrate.so...(no debugging symbols found)...done. Loaded symbols for /usr/lib/alsa-lib/libasound_module_rate_speexrate.so Reading symbols from /usr/lib/sse2/libspeexdsp.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/sse2/libspeexdsp.so.1 Core was generated by `./OgreVisualizer'. Program terminated with signal 11, Segmentation fault. #0 0xb6dc563d in std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&) () from /usr/lib/libstdc++.so.6 (gdb) bt #0 0xb6dc563d in std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&) () from /usr/lib/libstdc++.so.6 #1 0xb73bb3c2 in std::_Rb_tree<Ogre::Node*, Ogre::Node*, std::_Identity<Ogre::Node*>, std::less<Ogre::Node*>, Ogre::STLAllocator<Ogre::Node*, Ogre::CategorisedAllocPolicy<(Ogre::MemoryCategory)0> > >::_M_insert_(std::_Rb_tree_node_base const*, std::_Rb_tree_node_base const*, Ogre::Node* const&) () from /usr/local/lib/libOgreMain.so.1.7.1 #2 0xb73b5a52 in _M_insert_unique (this=0xb6157ea0, child=0xb616aff8, forceParentUpdate=false) at /usr/include/c++/4.4/bits/stl_tree.h:1182 #3 insert (this=0xb6157ea0, child=0xb616aff8, forceParentUpdate=false) at /usr/include/c++/4.4/bits/stl_set.h:411 #4 Ogre::Node::requestUpdate (this=0xb6157ea0, child=0xb616aff8, forceParentUpdate=false) at /home/balazsbela/Downloads/ogre_src_v1-7-1/OgreMain/src/OgreNode.cpp:805 #5 0xb73b6a40 in Ogre::Node::needUpdate (this=0xb616aff8, forceParentUpdate=92) at /home/balazsbela/Downloads/ogre_src_v1-7-1/OgreMain/src/OgreNode.cpp:789 #6 0xb73b5038 in Ogre::Node::setScale (this=0x1825c, scale=...) at /home/balazsbela/Downloads/ogre_src_v1-7-1/OgreMain/src/OgreNode.cpp:638 #7 0x0805d306 in VisualizerApplication::adjustNodes (this=0x9cd4808) at ../src/VisualizerApplication.cpp:236 #8 0xb6e867f0 in ?? () from /usr/lib/libSDL_mixer-1.2.so.0 #9 0xb6e8719a in ?? () from /usr/lib/libSDL_mixer-1.2.so.0 #10 0xb6ed9b0d in ?? () from /usr/lib/libSDL-1.2.so.0 #11 0xb6ee185e in ?? () from /usr/lib/libSDL-1.2.so.0 #12 0xb6f2e0bd in ?? () from /usr/lib/libSDL-1.2.so.0 #13 0xb6bc7955 in start_thread (arg=0xb198ab70) at pthread_create.c:300 #14 0xb6ca6e7e in clone () at ../sysdeps/unix/sysv/linux/i386/clone.S:130 (gdb) Ogre.log: (http)://pastie.org/1581790

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  • Ogre3D Fog with overlays

    - by Yourdoom
    I'm building a game with Ogre3d, I've got fog working properly with: scenemanager->setFog(Ogre::FOG_LINEAR, Ogre::ColourValue( 0.23f, 0.725f, 1.0f ), 0, 18, 20 ); However I'm currently implementing a GUI system (libRocket) which is rendered on top of everything else, and this removes the fog, does anyone know how to fix this? (I'm using the default libRocket rendering system for ogre as included in the samples, but this problem also appears when using a semi-transparent overlay).

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  • Ogre3D, OGRE_NEW gives editor errors

    - by automaticoo
    Hello Game Developers, I am trying to get more experienced with OGRE3D and I am following the basic tutorials on the website. All the code samples compile just fine. The first time I encountered a "error" was in Basic Tutorurial 3. The code line where visual studio says something is not right is : mTerrainGroup = OGRE_NEW Ogre::TerrainGroup(mSceneMgr, Ogre::Terrain::ALIGN_X_Z, 513, 12000.0f); Visual studio compiles this line but it shows a ugly red line beneath it and on mouse hover it says "#define OGRE_NEW new (FILE, LINE, FUNCTION) Error: no instance of overloaded 'operator new' matches the argument list" or if I mouse hover over Ogre::TerrainGlobalOptions() it says "Error: expected a type specifier". I searched on google but couldn't find my answer. I got about a year c++ experience but that was mainly with the WinSock libarys. Thanks in advance.

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • Compiling a DLL which includes Ogre3D gives an assertion error when used

    - by samaursa
    Hi, I have a framework that I am building and is being compiled into a static library to be used by other projects. The library works perfectly without issues. The problem is that the link time is very long for the projects that use the library so I thought I will make a DLL project of the same framework. I started with baby steps and created an MFC DLL project through visual studio. The project has the following header: /// -------------------------------------------- #ifndef OGRECORE_H #define OGRECORE_H #ifdef OGREFW_EXPORT #define OGREFW_DLL __declspec(dllexport) #else #define OGREFW_DLL __declspec(dllimport) #endif class OgreRoot; namespace OgreFW { class OGREFW_DLL OgreCore// : public OIS::KeyListener, public OIS::MouseListener { public: OgreCore(); ~OgreCore(); }; }; #endif // OGRECORE_H and this is the source #include "stdafx.h" #include "OgreCore.h" //#include "Ogre.h" //#include "OgreRoot.h" //#include "OgreRenderWindow.h" //#include "OgreLog.h" //#include "OgreLogManager.h" //#include "OgreOverlay.h" //#include "OgreViewport.h" //#include "OgreRenderWindow.h" //#include "OgreFrameListener.h" //#include "OgreWindowEventUtilities.h" //#include "OgreSceneNode.h" //#include "OgreEntity.h" //#include "OgreManualObject.h" //#include "OgreMeshManager.h" //#include "OgreConfigFile.h" //#include "OgreOverlayContainer.h" //#include "OgreOverlayManager.h" namespace OgreFW { OGREFW_DLL OgreCore::OgreCore() { } // ------------------------ OGREFW_DLL OgreCore::~OgreCore() { } } As you can see I have commented out Ogre includes. When a project uses the compiled DLL and constructs this (OgreCore) class, it works perfectly fine. As soon as uncomment one of the Ogre includes and compile the DLL again, the project that uses the DLL now gives an assertion error. The full details can be found here in the Ogre forum post. I posted the question there first but since its not really an Ogre specific question I thought I will try here as well. The link to the Ogre post is: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=58403 Thank you in advance

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  • Ogre3D strange behavior

    - by Kosanovic
    I compiled Ogre on my Lubuntu 10.04 with LXDE environment, and when I try to start ./SampleBrowser_d from /bin i have incomplete window...it haven't got background, I can't click on accept and i can't choose OpenGL from avaible list..Anybody know what's it and how fix it ? Here's some screenshots: link text Any suggestions?

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  • glsl shader to allow color change of skydome ogre3d

    - by Tim
    I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system which is working okay. I'm now moving on to looking at changing the color of the skydome material based on the time of day. What I've done so far is to create a struct to hold the ColourValues for the different aspects of the scene. struct todColors { Ogre::ColourValue sky; Ogre::ColourValue ambient; Ogre::ColourValue sun; }; I created an array to store all the colours todColors sceneColours [4]; I populated the array with the colours I want to use for the various times of the day. For instance DayTime (when the sun is high in the sky) sceneColours[2].sky = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].ambient = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].sun = Ogre::ColourValue(135/255, 206/255, 235/255, 255); I've got code to work out the time of the day using a float currentHours to store the current hour of the day 10.5 = 10:30 am. This updates constantly and updates the sun as required. I am then calculating the appropriate colours for the time of day when relevant using else if( currentHour >= 4 && currentHour < 7) { // Lerp from night to morning Ogre::ColourValue lerp = Ogre::Math::lerp<Ogre::ColourValue, float>(sceneColours[GT_TOD_NIGHT].sky , sceneColours[GT_TOD_MORNING].sky, (currentHour - 4) / (7 - 4)); } My original attempt to get this to work was to dynamically generate a material with the new colour and apply that material to the skydome. This, as you can probably guess... didn't go well. I know it's possible to use shaders where you can pass information such as colour to the shader from the code but I am unsure if there is an existing simple shader to change a colour like this or if I need to create one. What is involved in creating a shader and material definition that would allow me to change the colour of a material without the overheads of dynamically generating materials all the time? EDIT : I've created a glsl vertex and fragment shaders as follows. Vertex uniform vec4 newColor; void main() { gl_FrontColor = newColor; gl_Position = ftransform(); } Fragment void main() { gl_FragColor = gl_Color; } I can pass a colour to it using ShaderDesigner and it seems to work. I now need to investigate how to use it within Ogre as a material. EDIT : I created a material file like this : vertex_program colour_vs_test glsl { source test.vert default_params { param_named newColor float4 0.0 0.0 0.0 1 } } fragment_program colour_fs_glsl glsl { source test.frag } material Test/SkyColor { technique { pass { lighting off fragment_program_ref colour_fs_glsl { } vertex_program_ref colour_vs_test { } } } } In the code I have tried : Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("Test/SkyColor"); Ogre::GpuProgramParametersSharedPtr params = material->getTechnique(0)->getPass(0)->getVertexProgramParameters(); params->setNamedConstant("newcolor", Ogre::Vector4(0.7, 0.5, 0.3, 1)); I've set that as the Skydome material which seems to work initially. I am doing the same with the code that is attempting to lerp between colours, but when I include it there, it all goes black. Seems like there is now a problem with my colour lerping.

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  • Ogre3d particle effect causing error in iPhone

    - by anu
    1) First I have added the Particle Folder from the OgreSDK( Contains Smoke.particle) 2) Added the Smoke.material And smoke.png and smokecolors.ong 3) After this I added the Plugin = Plugin_ParticleFX in the plugins.cfg Here is my code: #Defines plugins to load # Define plugin folder PluginFolder=./ # Define plugins Plugin=RenderSystem_GL Plugin=Plugin_ParticleFX 4) I have added the particle path in the resources.cfg( adding the particle file in this get crash ) #Resource locations to be added to the 'bootstrap' path # This also contains the minimum you need to use the Ogre example framework [Bootstrap] Zip=media/packs/SdkTrays.zip # Resource locations to be added to the default path [General] FileSystem=media/models FileSystem=media/particle FileSystem=media/materials/scripts FileSystem=media/materials/textures FileSystem=media/RTShaderLib FileSystem=media/RTShaderLib/materials Zip=media/packs/cubemap.zip Zip=media/packs/cubemapsJS.zip Zip=media/packs/skybox.zip 6) Finally I did all the settings, my code is here: mPivotNode = OgreFramework::getSingletonPtr()->m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); // create a pivot node // create a child node and attach an ogre head and some smoke to it Ogre::SceneNode* headNode = mPivotNode->createChildSceneNode(Ogre::Vector3(100, 0, 0)); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createEntity("Head", "ogrehead.mesh")); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createParticleSystem("Smoke", "Examples/Smoke")); 7) I run this, I got the below error: An exception has occurred: OGRE EXCEPTION(2:InvalidParametersException): Cannot find requested emitter type. in ParticleSystemManager::_createEmitter at /Users/davidrogers/Documents/Ogre/ogre-v1-7/OgreMain/src/OgreParticleSystemManager.cpp (line 353) 8) Getting crash at: (void)renderOneFrame:(id)sender { if(!OgreFramework::getSingletonPtr()->isOgreToBeShutDown() && Ogre::Root::getSingletonPtr() && Ogre::Root::getSingleton().isInitialised()) { if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) { mStartTime = OgreFramework::getSingletonPtr()->m_pTimer->getMillisecondsCPU(); //( getting crash here) Does anyone know what could be causing this?

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  • Changing Ogre3D terrain lighting in real time

    - by lezebulon
    I'm looking at the Ogre 3D library and I'm browsing through some examples / tutorials. My question is about terrain. There are a few examples showing how great the terrain system is, but I think that the global illumination and shadows of the terrain have to be pre-computed, which kinda makes it impossible to integrate this with a day / night cycle. Is there a way to change the terrain light sources in real time? If so it is possible to do it and keep a decent FPS?

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  • Button click event in the Ogre3d for ios

    - by user1184398
    Is it possible to access the button click event by using the cursor? These are the steps I followed for the button click event using the SDK trays m_pTrayMgr = new OgreBites::SdkTrayManager("TrayMgr", m_pRenderWnd, m_pMouse, this); I create the buttons m_LeftBtn = tray->createButton(OgreBites:: TL_LEFT, "sdk_button_down", "Left"); m_RightBtn = tray->createButton(OgreBites::TL_RIGHT, "sdk_button_up", "Right"); And I am calling this function void OgreFramework::buttonHit(OgreBites::Button* button) { if(button->getName().compare("sdk_button_down") == 0 ) { printf("XXX"); } } But the button hit function is not getting called... Could somebody provide some sample code? I'm not using any cursor for the click.

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  • Is there a way of combining Ogre3d's Hikari and BlazeDS?

    - by zooropa
    I am trying to load a swf into an Ogre3d/Hikari application and that swf uses BlazeDS to communicate with a Tomcat server. The swf is from another project that is used in a browser environment. So, the swf is served from Tomcat to the client's browswer. It seems like there are two main issues. The first is a sandbox issue with using the swf in a different sandbox type than a browser environment. The other issue seems to be setting up the BlazeDS message broker and the other communication channels and endpoints. As far as both of the issues are concerned, it seems like the Hikari application is similar to an Adobe Air application and can use similar approaches. Does this seem like a reasonable approach? Does anybody have any similar experiences? If so, how were things configured?

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  • (Ogre3D) Using a 3D texture slice as a 2D texture input.

    - by ~mech
    Hello, I am trying to do something with Ogre using 3D textures. I would like to update a 3D-texture by going through it slice-by-slice and recalculating the color values. However, in each step I also need to access the previous slice somehow to read the values. Setting up a slice as a render target is easy, but is it possible to feed such a slice as a 2D-texture input to a shader, or do I need to explicitly copy it into a separate 2D texture? Thanks.

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  • Cross-platform builds with OGRE3D via CMake. Any tips?

    - by frarees
    I've been trying to compile a simple project for both OSX and Windows platforms, using OGRE3D, but I've got some problems on the way. I'm using CMake to create my platform specific project files (VS solution & Xcode project). Some problems I found are: OGRE3D source is distributed in 2 flavors, Windows sources and UNIX/OSX sources. In OSX, compiling dependencies (freetype, FreeImage and specially OIS) is such a pain. I don't know how to handle precompiled dependencies (they exist for both Win & Mac). May sound like a noob question, but I would appreciate some tips on this. Resources, forum posts, anything. There exists any "cross-platform base project for OGRE3D" on the net? Would be really helpful if someone who already managed to do this can bring some light. Btw, I'm not basing the project on OGRE3D, it's just that is the biggest library I'm probably using, so I depend a lot on it. Thanks in advantage!

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  • Create an grid array...

    - by Anicho
    Okay so I am looking to create a grided array in OGRE3D game engine but the array is generic my array skills are pretty basic and need work so I am posting this just to be sure I am doing this correctly. #define GRIDWIDTH 10 #define GRIDHEIGHT 10 int myGrid [HEIGHT][WIDTH]; int n,m; int main () { for (n=0;n<HEIGHT;n++) for (m=0;m<WIDTH;m++) { jimmy[n][m]=(n+1)*(m+1); } return 0; } I am assuming the above will return: 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 Then I can assign each point in the array to a valid node in OGRE3D to create a grid in 3D view would this work? Just need to tell me if I am doing it right or wrong dont need the ogre3d code....

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  • Change from Bullet/OgreAnim to Havok?

    - by Brett Powell
    I have been working on a game in Ogre for the last 6 months or so. It started as a learning project, and after a few rewrites it actually turned into a real game project. Physics scared me, and using Bullet with its lack of documentation was a nightmare, but I was able to atleast get some basics added and learned a lot. So as of now I am using Ogre with its default animation system (fairly basic) and Bullet Physics. I had always wanted to use Havok when I started out, but due to lack of integration information on the Ogre forums, and lack of tutorials on the net, I decided against it. Now that I am actually at the point where Bullet is just too much of a headache to proceed with (staring at forum threads praying someone answers) and the Ogre animation system is so basic, I am considering switching to Havok for Physics and Animation. The Physics system looks extremely polished and easy to use. The animation system looks incredible with the retargeting/blending/etc. The documentation is incredibly detailed as well (I guess when you come from Bullet, any documentation looks amazing) So my question is, as I am still somewhat of a 'newbie' to game development, should I just stick with what I am using now or should I make the switch over to Havok? The physics looks like I could get my project back to where it is now with minimal effort, and be able to expand much faster. The animation aspect looks extremely daunting as far as integrating it with Ogre.

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  • Procedural terrains in 3D: what has been done ? Are there common algo and/or theories about it ?

    - by jokoon
    Besides programming, modeling an environment takes a great deal of time. I don't know about the work time involved, for example, in a WoW dungeon level, or other beautiful city-like, future environment, jungles, fantasy, etc, but this kind of work is made from scratch by artists. What are the techniques involved in the TorchLight level randomizer, and does other titles have similarities with this ? Is there a family name for such techniques ?

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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • How to get the blocks seen by the player?

    - by m4tx
    I'm writing a Minecraft-like game using Ogre engine and I have a problem. I must optimize my game, because when I try draw 10000 blocks, I have 2 FPS... So, I got the idea that blocks display of the plane and to hide the invisible blocks. But I have a problem - how do I know which blocks at a time are visible to the player? And - if you know of other optimization methods for such a game, write what and how to use them in Ogre.

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  • 3D game engine for networked world simulation / AI sandbox

    - by Martin
    More than 5 years ago I was playing with DirectSound and Direct3D and I found it really exciting although it took much time to get some good results with C++. I was a college student then. Now I have mostly enterprise development experience in C# and PHP, and I do it for living. There is really no chance to earn money with serious game development in our country. Each day more and more I find that I miss something. So I decided to spend an hour or so each day to do programming for fun. So my idea is to build a world simulation. I would like to begin with something simple - some human-like creatures that live their life - like Sims 3 but much more simple, just basic needs, basic animations, minimum graphic assets - I guess it won't be a city but just a large house for a start. The idea is to have some kind of a server application which stores the world data in MySQL database, and some client applications - body-less AI bots which simulate movement and some interactions with the world and each other. But it wouldn't be fun without 3D. So there are also 3D clients - I can enter that virtual world and see the AI bots living. When the bot enters visible area, it becomes material - loads a mesh and animations, so I can see it. When I leave, the bots lose their 3d mesh bodies again, but their virtual life still continues. With time I hope to make it like some expandable scriptable sandbox to experiment with various AI algorithms and so on. But I am not intended to create a full-blown MMORPG :D I have looked for many possible things I would need (free and open source) and now I have to make a choice: OGRE3D + enet (or RakNet). Old good C++. But won't it slow me down so much that I won't have fun any more? CrystalSpace. Formally not a game engine but very close to that. C++ again. MOgre (OGRE3D wrapper for .NET) + lidgren (networking library which is already used in some gaming projects). Good - I like C#, it is good for fast programming and also can be used for scripting. XNA seems just a framework, not an engine, so really have doubts, should I even look at XNA Game Studio :( Panda3D - full game engine with positive feedback. I really like idea to have all the toolset in one package, it has good reviews as a beginner-friendly engine...if you know Python. On the C++ side, Panda3D has almost non-existent documentation. I have 0 experience with Python, but I've heard it is easy to learn. And if it will be fun and challenging then I guess I would benefit from experience in one more programming language. Which of those would you suggest, not because of advanced features or good platform support but mostly for fun, easy workflow and expandability, and so I can create and integrate all the components I need - the server with the database, AI bots and a 3D client application?

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  • Enabling Direct3D-specific features (transparency AA)

    - by Bill Kotsias
    Hello. I am trying to enable transparency antialiasing in my Ogre-Direct3D application, but it just won't work. HRESULT hres = d3dSystem->getDevice()->SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('S', 'S', 'A', 'A')); /// returned value : hres == S_OK ! This method is taken from NVidia's technical report. I can enable transparency AA manually through the NVIDIA Control Panel, but surely I can't ask my users to do it like this. Anyone has any idea? Thank you for your time, Bill

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  • Is Ogre's use of Exceptions a good way of using them?

    - by identitycrisisuk
    I've managed to get through my C++ game programming career so far virtually never touching exceptions but recently I've been working on a project with the Ogre engine and I'm trying to learn properly. I've found a lot of good questions and answers here on the general usage of C++ exceptions but I'd like to get some outside opinions from here on whether Ogre's usage is good and how best to work with them. To start with, quoting from Ogre's documentation of it's own Exception class: OGRE never uses return values to indicate errors. Instead, if an error occurs, an exception is thrown, and this is the object that encapsulates the detail of the problem. The application using OGRE should always ensure that the exceptions are caught, so all OGRE engine functions should occur within a try{} catch(Ogre::Exception& e) {} block. Really? Every single Ogre function could throw an exception and be wrapped in a try/catch block? At present this is handled in our usage of it by a try/catch in main that will show a message box with the exception description before exiting. This can be a bit awkward for debugging though as you don't get a stack trace, just the function that threw the error - more important is the function from our code that called the Ogre function. If it was an assert in Ogre code then it would go straight to the code in the debugger and I'd be able to find out what's going on much easier - I don't know if I'm missing something that would allow me to debug exceptions already? I'm starting to add a few more try/catch blocks in our code now, generally thinking about whether it matters if the Ogre function throws an exception. If it's something that will stop everything working then let the main try/catch handle it and exit the program. If it's not of great importance then catch it just after the function call and let the program continue. One recent example of this was building up a vector of the vertex/fragment program parameters for materials applied to an entity - if a material didn't have any parameters then it would throw an exception, which I caught and then ignored as it didn't need to add to my list of parameters. Does this seem like a reasonable way of dealing with things? Any specific advice for working with Ogre is much appreciated.

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  • 3D World to Local transformation

    - by Bill Kotsias
    Hello. I am having a real headache trying to set a node's local position to match a given world position. I was given a solution but, AFAICS, it only takes into account orientation and position but NOT scaling : node_new_local_position = node_parent.derivedOrientation().Inverse() * ( world_position_to_match - node_parent.derivedPosition() ); The node in question is a child of node_parent; node_parent local and derived properties (orientation, position and scaling) are known, as well as its full matrix transform. All the positions are 3d vectors; the orientation is a quaternion; the full transform is a 4x4 matrix. Could someone please help me to modify the solution to support scaling in the node hierarchy? Many thanks in advance, Bill

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  • How best to deal with warning c4305 when type could change?

    - by identitycrisisuk
    I'm using both Ogre and NxOgre, which both have a Real typedef that is either float or double depending on a compiler flag. This has resulted in most of our compiler warnings now being: warning C4305: 'argument' : truncation from 'double' to 'Ogre::Real' When initialising variables with 0.1 for example. Normally I would use 0.1f but then if you change the compiler flag to double precision then you would get the reverse warning. I guess it's probably best to pick one and stick with it but I'd like to write these in a way that would work for either configuration if possible. One fix would be to use #pragma warning (disable : 4305) in files where it occurs, I don't know if there are any other more complex problems that can be hidden by not having this warning. I understand I would push and pop these in header files too so that they don't end up spreading across code. Another is to create some macro based on the accuracy compiler flag like: #if OGRE_DOUBLE_PRECISION #define INIT_REAL(x) (x) #else #define INIT_REAL(x) static_cast<float>( x ) #endif which would require changing all the variable initialisation done so far but at least it would be future proof. Any preferences or something I haven't thought of?

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  • How do I get my polygons to be lighted by either side?

    - by Molmasepic
    Okay, I am using Ogre3D and Gorilla(2D library for ogre3D) and I am making Gorilla::Screenrenderables in the open scene. The problem that I am having is that when I make a light and have my SR(screenrenderable) near it, it does not light up unless the face of the SR is facing the light... I am wondering if there is a way to maybe set the material or code(which would be harder) so the SR is lit up whether the vertices of the polygon are facing the light or not. I feel it is possible but the main obstacle is how I would go about doing this.

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