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Integrating OGRE 1.7 in Qt


Integrating OGRE 1.7 in Qt

By : Christos Pantelidis
Date : October 17 2020, 11:12 PM
around this issue The memory allocator of your OgreBuildSettings.h probably doesn't reflect the one Ogre was actually built with. Change it to the one used when you built Ogre (or just play with the numbers of #define OGRE_MEMORY_ALLOCATOR. It happens when you update Ogre and forget to replace OgreBuildSettings.h in an alternative include path (maybe your project's).
code :


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How to use SDL with OGRE?

How to use SDL with OGRE?


By : user1650896
Date : March 29 2020, 07:55 AM
will be helpful for those in need I ended up figuring this out on my own. The problem ends up being that OGRE's Mac GL backend does not honor the currentGLContext option, so the best solution is to change to SDL 1.3 (directly from Subversion, as of time of writing) and use the SDL_CreateWindowFrom call to start getting events from a window created by OGRE. It should also be noted that the OGRE window needs to have the macAPI set to cocoa, or else SDL won't recognize the window handle.
#include <CEGUI/RendererModules/Ogre/CEGUIOgreRenderer.h> doesn't include ogre headers correctly

#include <CEGUI/RendererModules/Ogre/CEGUIOgreRenderer.h> doesn't include ogre headers correctly


By : user2396964
Date : March 29 2020, 07:55 AM
may help you . Using Ubuntu 10.10 I have compiled and installed the latest Ogre and CEGUI libraries. , Put the OGRE directory in your default include path.
Ogre 3D load models created with Easy Ogre Exporter

Ogre 3D load models created with Easy Ogre Exporter


By : Nick
Date : March 29 2020, 07:55 AM
Hope that helps If Ogre encounters an issue with your materials / shaders / textures, it usually falls back to a material called "BaseWhite", which might be what you are experiencing.
First step: Check the Ogre.log file to see if the *.material file was loaded at all and if there were any error while parsing it. You should find an entry similar to this one:
Error testing OGRE's tutorial code. incomplete type 'Ogre::MeshManager'

Error testing OGRE's tutorial code. incomplete type 'Ogre::MeshManager'


By : 0rbytal
Date : March 29 2020, 07:55 AM
I wish this helpful for you If you add the following include into your code, it should work. The reason for your issue might be, that the respective tutorial has not been updated to match Ogre 1.9.
code :
#include <OgreMeshManager.h>
SDL 2.0.3 with Ogre 1.9.0 and IOS

SDL 2.0.3 with Ogre 1.9.0 and IOS


By : Manjunatha ShankarRa
Date : March 29 2020, 07:55 AM
around this issue I realize this question is a few years old now, but I had the same problem and I hope my solution is of some use to others.
The problem is that you are replacing SDL's UIView (SDL_uikitview) with Ogre's UIView (OgreEAGL2View) and so you are no longer going to receive any touch input or any of the features implemented via SDL_uikitviewcontroller or SDL_uikitview. This replacement is taking place inside the GLES2 RenderSystem (specifically in OgreEAGL2Window.mm)
code :
#include "OgreEAGL2View.h"
#import <UIKit/UIWindow.h>
#import <UIKit/UIDevice.h>
// other includes

// call this from your C++ framework
// pass it your startup params
void setupMyiOSViews(Ogre::NameValuePairList &params)
{
    // grab the UIWindow (you must have called SDL_createwindow before calling this)
    SDL_SysWMinfo wmInfo;
    SDL_Window *sdlWindow;
    SDL_VERSION(&wmInfo.version);
    SDL_GetWindowWMInfo(sdlWindow, &wmInfo);
    UIWindow *w = wmInfo.info.uikit.window;

    // get a rectangle with the screen dimensions
    CGRect rect = [[UIScreen mainScreen] applicationFrame];
    // instantiate a view controller of Ogre's subclass of UIViewController
    EAGL2ViewController *myViewController = [[EAGL2ViewController alloc] init];
    // instantiate a view of Ogre's subclass of UIView
    EAGL2View *myView = [[EAGL2View alloc] initWithFrame:rect];
    // make sure it's not transparent
    myView.opaque = YES;
    // attach the view to the viewcontroller
    myViewController.view = myView;
    // add the view to the current window
    [w addSubview:myView];
    // put the view *behind* the SDL view
    [w sendSubviewToBack:myView];

    // add the window, viewcontroller, and view to the proper parameters
    // UIWindow maps to param: externalWindowHandle
    // UIViewController maps to param: externalViewControllerHandle
    // UIView maps to param: externalViewHandle
    Ogre::String str_w = Ogre::StringConverter::toString((unsigned long)w);
    Ogre::String str_vc = Ogre::StringConverter::toString((unsigned long)myViewController);
    Ogre::String str_v = Ogre::StringConverter::toString((unsigned long)myView);

    params["externalWindowHandle"] = str_w;
    params["externalViewControllerHandle"] = str_vc;
    params["externalViewHandle"] = str_v;

    Ogre::LogManager::getSingleton().logMessage("externalWindowHandle: " + str_w);
    Ogre::LogManager::getSingleton().logMessage("externalViewControllerHandle: " + str_vc);
    Ogre::LogManager::getSingleton().logMessage("externalViewHandle: " + str_v);

// now pass params into Ogre::Root::createRenderWindow
}
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