Problem with demos.

airam

05-10-2007 09:45:02

Hi!

I'm trying to execute de samples on my PDA, but I have this error:

"The file 'Demo_SkeletalAnimation' canno be opened. Either it is not signed with a trusted certificate, or one of its components cannot be found. You might need to reinstall or restore this file"

Could you help me? Thanks!

GenericBum

09-10-2007 07:00:45

Hi!

I'm trying to execute de samples on my PDA, but I have this error:

"The file 'Demo_SkeletalAnimation' canno be opened. Either it is not signed with a trusted certificate, or one of its components cannot be found. You might need to reinstall or restore this file"

Could you help me? Thanks!


Hi airam,

Can you tell me a little about your PDA device?
What version of Windows Mobile are you running?
How are files are laid out?
Where are they on the device?
What directories do you have on the device?

I believe Windows Mobile 6 is out, but I haven't done any testing with it.

My recommended development setup is listed in the Pocket_PC\Ogre_WinCE\OGRE WINCE NOTES.txt file.

This structure works well because all of the config files reference the paths listed below.

OGRE WINCE NOTES.txt states:

In order to test the samples on your WinCE device, you must copy the contents of WinCE Storage Card to the Storage Card.

The final directory structure should look like
\
\Storage Card
\Storage Card\Ogre
\Storage Card\Ogre\Media

I have the following files directly under \Storage Card\Ogre:
Demo_Empty.exe
Demo_Lighting.exe
Demo_Polygons.exe
Demo_PuzzleCube.exe
Demo_SkeletalAnimation.exe
Demo_Skybox.exe
Devil.dll
ILU.dll
Klimt.dll <- only used by SoftGL rendersystem
Klimtd.dll <- only used by SoftGL rendersystem
libGLES_d.dll <- only used by OGLESX rendersystem
media.cfg
OgreMain.dll
OgreMain_d.dll
OgrePlatform.dll
OgrePlatform_d.dll
Plugin_OctreeSceneManager.dll
Plugin_ParticleFX.dll
Plugins.cfg
Rendersystem_GLESX.dll
Rendersystem_SoftGL.dll
resources.cfg


Thanks,
GenericBum

airam

09-10-2007 10:46:17

Hi!

Thanks for your help. Now it works. :)

But I have two more question.

1) Is possible select no full screen on Pocket PC?
I've tryed to change the RenderWindow size, but it doesn't work. Or I'm doing something wrong.
2) How can I erase the "window" that shows the FPS, and other information? Can I render without it?

Thanks again.

GenericBum

09-10-2007 15:53:44

Hi!

Thanks for your help. Now it works. :)

But I have two more question.

1) Is possible select no full screen on Pocket PC?
I've tryed to change the RenderWindow size, but it doesn't work. Or I'm doing something wrong.
2) How can I erase the "window" that shows the FPS, and other information? Can I render without it?

Thanks again.


Hi airam,

1) I believe the SoftGL rendersystem always runs full screen. That is a behavior of the underlying Klimt 3D library. The OGLESX rendersystem is implemented differently, but it is much slower. The developers for Klimt may have found some rendering speed benefit to running full screen and eliminating the WinCE windowing elements.

2) In the ExampleFrameListener.h file (under PocketPC\Ogre_WinCE\WinCE Samples\Common\include) you'll see several uses of the showDebugOverlay() function which can be used to turn off the debug window.

For your own application or game, you'll want to write your own customized framelistener.

Thanks,
GenericBum

berlin

28-05-2008 15:03:55

dear GenericBum,
I just build the project and copy the related files into the storage card.

However, the demos can not been run.

I have compared the files in my storage card with yours. Actually, except the RenderSystem_GLESX.dll, I have all the files necessary.

Any wrongs with me?

THanks a lot!

pratty70

28-05-2008 17:47:22

I had some difficulty getting it all to work.

I managed to get success with the softgl implementation - although there appeared to be tears diagonally in some of the textures (or maybe a texture mapping problem). I also managed to get the vincent rendersystem to work.

Make sure the ogre.cfg point to the correct renderer and plugins.cfg loads the correct rendersystem file.

Hope you manage to get it to work, I found it a chore, but eventually have things running. Just trying to get the GLESX renderer to work - but with no success at the moment.

Chris

berlin

29-05-2008 01:46:37

Thanks!
Make sure the ogre.cfg point to the correct renderer and plugins.cfg loads the correct rendersystem file.


The ogre.cfg and plugins.cfg are right. I did not alter them. The are listed following;

plugins.cfg


# Defines plugins to load

# Define plugin folder
PluginFolder=.

# Define plugins
Plugin=Plugin_ParticleFX
Plugin=Plugin_OctreeSceneManager
#Plugin=RenderSystem_Direct3DM
Plugin=RenderSystem_SoftGL
#Plugin=RenderSystem_GLESX

and ogre.cfg

Render System=OpenGLES Rendering Subsystem

[OpenGLES Rendering Subsystem]
Colour Depth=16
Display Frequency=60
FSAA=0
Full Screen=Yes
VSync=No
Video Mode=240 x 320


I can not run them with the pocket pc 2003 se simulator or the real mobile devices, which supports the windows mobile 6.0 .

Anyone can give me help?

Thanks again!

GenericBum

29-05-2008 02:18:42

Thanks!
Make sure the ogre.cfg point to the correct renderer and plugins.cfg loads the correct rendersystem file.


The ogre.cfg and plugins.cfg are right. I did not alter them. The are listed following;

plugins.cfg


# Defines plugins to load

# Define plugin folder
PluginFolder=.

# Define plugins
Plugin=Plugin_ParticleFX
Plugin=Plugin_OctreeSceneManager
#Plugin=RenderSystem_Direct3DM
Plugin=RenderSystem_SoftGL
#Plugin=RenderSystem_GLESX

and ogre.cfg

Render System=OpenGLES Rendering Subsystem

[OpenGLES Rendering Subsystem]
Colour Depth=16
Display Frequency=60
FSAA=0
Full Screen=Yes
VSync=No
Video Mode=240 x 320


I can not run them with the pocket pc 2003 se simulator or the real mobile devices, which supports the windows mobile 6.0 .

Anyone can give me help?

Thanks again!


Hi all. Thanks for carrying the ball, while I've been unavailable. My game team is busy working on two separate projects that are dominating my time.

berlin, which demo are you trying to run?

GenericBum

pratty70

01-06-2008 22:15:08

Just out of interest, your plugins.cfg is loading Rendersystem_softGL which means you also need klimt.dll in your /storage card/Ogre directory, have you got all the necessary dlls in the appropriate directory?

@GenericBum: good to see you looking in on the forum. Just out of interest I'm working on a platform with 800x600 screen driven by a 2700G and running Windows CE 5.00. Can't get the GLESX renderer working - I just get a completely white screen and when I load an overlay the texture appears scrambled in small squares all over the screen. I know you've not really played with the hardware accelerated technology, but any thoughts?

GenericBum

01-06-2008 23:50:49

Just out of interest, your plugins.cfg is loading Rendersystem_softGL which means you also need klimt.dll in your /storage card/Ogre directory, have you got all the necessary dlls in the appropriate directory?

@GenericBum: good to see you looking in on the forum. Just out of interest I'm working on a platform with 800x600 screen driven by a 2700G and running Windows CE 5.00. Can't get the GLESX renderer working - I just get a completely white screen and when I load an overlay the texture appears scrambled in small squares all over the screen. I know you've not really played with the hardware accelerated technology, but any thoughts?


Hi pratty70,

I would look into your primary framebuffer and see if it is swizzled. I've run into similiar scrambled texture problems on other embedded systems.

I recommend starting with the Polygons sample. That was my test bed for most of the Ogre RenderSystems that I've written.

Do you know if you have a floating point processor? If you do, then I would also try running the regular Real/float code. There is a define that lets you switch based on the platform.

If that doesn't work.. I could take a look at it if you send me the hardware and the Graphics SDK. You can PM me privately if you want to discuss.

GenericBum

pratty70

02-06-2008 09:18:36

Hi GenericBum,

Thanks for the assistance. I'll take a look today at framebuffers, etc.

It's fixed point hardware using libGLES_CL.dll as the GL ES stuff with __2700G__ defined. I had to add glues.c to the build for GLESX, could this be a source of problem??

Unfortunately I'm under NDA on this one and so can't send you any hardware or SDK. It's pretty generic WinCE5.00 I'm led to understand, but I'm not a Windows CE developer by default (Linux mainly).

In the polygons demo I was getting all white screen and when I touched the screen to move the camera I got flashes of blue triangles from the outer edge of the screen to somewhere near the middle. Very strange!

I've got to persevere because this is a big possible project for us and I want to stick with Ogre to maintain compatibility with our PC based stuff.

Thanks for any help you can give.

I'll keep you informed if progress is made, and of course - any changes I'll be happy to patch back into ogreaddons.

Cheers

pratty70

pratty70

05-06-2008 15:05:34

OK.

I've found the problem with triangles being wildly displayed. It's down to fixed point stuff. By running the demos, i've modified the setting up of the manual mesh in polygons to fixed-point values and loaded these in as the vertices.


const fixed fixedVertices[12] =
{
-FTOX(100), FTOX(100), 0,
-FTOX(100), -FTOX(100), 0,
FTOX(100), FTOX(100), 0,
FTOX(100), -FTOX(100), 0,
};


Where FTOX converts float to fixed point. My polygons display nicely now. No funny triangles. VET_FLOAT3 and VET_FLOAT2 are defined as GL_FIXED, so all vertices need to be fixed.

Looking at the OgreMain code for mesh loading, conversion of data coming in from the mesh files is not done in this way and hence loading meshes from files is not working. I'll endeavour to find the cure for this - where the manipulation needs to take place (I'm guessing at the moment somewhere in the serializer).

I now have a spinning plane on the screen (yippee!!) BUT it's not texture mapped and I don't seem to be able to get it texture mapped, so I'm playing with that at the moment.

Cheers

pratty70

05-06-2008 17:01:12

The weird thing is that RealGPU is defined as float in all circumstances.

Is this as intended?

GenericBum

05-06-2008 23:57:32

The weird thing is that RealGPU is defined as float in all circumstances.

Is this as intended?


Great to see that you got it working!

It is intended, but it was on my list for optimization.
The main problem is that some libraries use a different implementation of fixed point.

GenericBum

pratty70

09-06-2008 22:22:22

Texture mapping problems down to GL_NEAREST on texture filtering. Used GL_LINEAR and all worked fine!

In MeshSerializerImpl on loading geometry from mesh file, where MAC code does an Endian flip, converted values in buffer to fixed point just after being loaded from the stream. All meshes now load fine.

No funny triangles now. When I've got my system all done, I'll post the changes that I made so they can be integrated into the GLESX code (unless of course, it's a specific of my platform??).

More to follow ....

apro

10-11-2008 21:23:11

Hello,

I recently began attempting to bring the GLESX rendering system to a device very similar to pratty70's.

I was curious if the changes mentioned in this thread ever made it into the tree?


For me...none of the demos seem to be rendering properly on my device. Specifically i'm seeing either a wall of repeated textures, an empty blue screen, or randomly rendered triangles.

Cheers,
Andy

GenericBum

24-12-2008 17:43:11

Hello,

I recently began attempting to bring the GLESX rendering system to a device very similar to pratty70's.

I was curious if the changes mentioned in this thread ever made it into the tree?


For me...none of the demos seem to be rendering properly on my device. Specifically i'm seeing either a wall of repeated textures, an empty blue screen, or randomly rendered triangles.

Cheers,
Andy


Hi Andy,

Unfortunately, I've been swamped with other game projects, and have let this one languish. However, if pratty wants to send me his progress with the rendersystem, I'll check it into the tree for others to use.

Thanks,
GenericBum