I have completed a vincent render system

soongxl

26-12-2007 01:07:42

It works well. And better than klimt. It does not include the shader function.

Link to download http://www.drivehq.com/file/df.aspx/pub ... incent.rar

or http://myfreefilehosting.com/f/53b082a125_0.25MB

or
http://cid-045312ff3271b701.skydrive.li ... incent.rar

che1404

03-01-2008 07:58:31

Hi there!
I'm trying to test the RenderSystem, but it was impossible for me.
I get an exception: Couldnt load .\RenderSystem_Vincent

Any idea of what can I do?
Thanks in advance,
Roberto

che1404

03-01-2008 08:05:25

O.K, I was forgetting to put the Vincent dll on the same directory...

Cheers,
Roberto

airam

03-01-2008 08:16:03

Hi!

Could you tell me how do you test the RenderSystem?
How do you choose it? I'm a bit lost with this...

Thanks.

che1404

03-01-2008 09:31:16

Hi!
As you probably know, Ogre is a module-based egine, so we have to tell to the Ogre Engine, which RenderSystem it has to use.
There's a file named Plugins.cfg, in which are displayed all the plugins (or modules) that will be loaded during the Engine startup.

So, firts of all, you have to build the module. For that, copy the RenderSystem to the directory "Ogre_WinCE/RenderSystems". Open the Ogre_vc8_wince.sln solution file, and just add the project to it. Then just build it: adjust the include directories, and the library directories (download the vincent implementation of OpenGL ES from sourceforge). Finally, copy the generated dll (RenderSystem_Vincent_d.dll) to the StorageCard/Ogre directory of the PDA. Also copy the libGLES_CM.dll file.

And now, just edit the file Plugins.cfg: comment all the rendersystems, and put a new line with the new one:
Plugin=RenderSystem_Vincent_d

And that's all.
Please, if any doubt, feel free to ask.

Cheers,
Roberto

airam

03-01-2008 16:56:45

Hi again,

I've built it in Debug mode but now, I have the same problem as you. I get the exception: Could not load .\RenderSystem_Vincent_d

I have copied the libGLES_CM.dll to the same directory. But it doesn't work. :shock:

soongxl

04-01-2008 02:05:00

Hi!
As you probably know, Ogre is a module-based egine, so we have to tell to the Ogre Engine, which RenderSystem it has to use.
There's a file named Plugins.cfg, in which are displayed all the plugins (or modules) that will be loaded during the Engine startup.

So, firts of all, you have to build the module. For that, copy the RenderSystem to the directory "Ogre_WinCE/RenderSystems". Open the Ogre_vc8_wince.sln solution file, and just add the project to it. Then just build it: adjust the include directories, and the library directories (download the vincent implementation of OpenGL ES from sourceforge). Finally, copy the generated dll (RenderSystem_Vincent_d.dll) to the StorageCard/Ogre directory of the PDA. Also copy the libGLES_CM.dll file.

And now, just edit the file Plugins.cfg: comment all the rendersystems, and put a new line with the new one:
Plugin=RenderSystem_Vincent_d

And that's all.
Please, if any doubt, feel free to ask.

Cheers,
Roberto


Good explanation. Thank you. lol

che1404

04-01-2008 06:53:12

Hi again,

I've built it in Debug mode but now, I have the same problem as you. I get the exception: Could not load .\RenderSystem_Vincent_d

I have copied the libGLES_CM.dll to the same directory. But it doesn't work. :shock:


Mmhh. If you have in the same directory the files RenderSystem_Vincent_d.dll and libGLES_CM.dll, and if you have all the RenderSystems commented except the RenderSystem_Vincent_d in the file plugins.cfg, I don't know where are you having the error.

I put here the Engine messages during the startup, if you want to check with yours:
Cargar módulo: TestCubeOGRE.exe
Cargar módulo: ILU.dll
Cargar módulo: DevIL.dll
Cargar módulo: OgreMain_d.dll
Cargar módulo: coredll.dll.0C0A.MUI
Cargar módulo: coredll.dll
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
Loading library OgrePlatform_d.dll
Cargar módulo: ole32.dll
Cargar módulo: ossvcs.dll
Cargar módulo: commctrl.dll
Cargar módulo: aygshell.dll
Cargar módulo: gx.dll
Cargar módulo: OgrePlatform_d.dll
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
DevIL version: Developer's Image Library (DevIL) 1.6.7 Sep 25 2007
DevIL image formats: bmp dib cut dcx dds gif ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst wal xpm raw
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library .\Plugin_ParticleFX
Cargar módulo: Plugin_ParticleFX.dll
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Loading library .\Plugin_OctreeSceneManager
Cargar módulo: Plugin_OctreeSceneManager.dll
Loading library .\RenderSystem_Vincent_d
Cargar módulo: libGLES_CM.dll
Cargar módulo: RenderSystem_Vincent_d.dll
EGL Renderer created.
EGL initialized.
Begin VincentEGL Support::addConfig()
addConfig08
addConfig09
addConfig10
Begin VincentEGL Support::refreshConfig()
*-*-* OGRE Initialising
*-*-* Version 1.2.0 (Dagon)


However, you could also try to debug the engine startup, just to figure out what's happening in that point. Remember that the dlls are loaded in the constructor of the Ogre::Root object.

Good luck!
Cheers,
Roberto

che1404

04-01-2008 06:59:12

I put here my plugins.cfg. Hope it could help:
# Defines plugins to load

# Define plugin folder
PluginFolder=.

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


Cheers,
Roberto

airam

09-01-2008 16:09:38

Good job! It works better than klimt, more fps. :D Good!

I know that it does not include the shader function. Are you planning to add this function? Or any idea to add it?

Does it include z-buffer? I'm interested in it. But I don't know if it is implemented and I have to enable it, ot it does not have this function.
Any idea?

Best regards.

GenericBum

17-01-2008 16:24:43

Wow! I have been slogging it out on several other game projects for my company, so I haven't been checking the forum regularly.

I'd like to thank soongxl for your contribution to the project. Would you mind if I merge your new rendersystem into CVS for the project? In fact, I might replace my own buggy OGLES render system which attempts to use Vincent as well.

I'm very interested to test this out, since someone mentioned that it's faster than the SoftGL rendersystem. In my code, the OGLES (Vincent-based render system) was much much slower than SoftGL (Klimt-based render system).

None of my devices had hardware accelleration, so they were using pure software 3d rendering with both libraries.

Thanks,
GenericBum

soongxl

22-01-2008 06:20:26

Wow! I have been slogging it out on several other game projects for my company, so I haven't been checking the forum regularly.

I'd like to thank soongxl for your contribution to the project. Would you mind if I merge your new rendersystem into CVS for the project? In fact, I might replace my own buggy OGLES render system which attempts to use Vincent as well.

I'm very interested to test this out, since someone mentioned that it's faster than the SoftGL rendersystem. In my code, the OGLES (Vincent-based render system) was much much slower than SoftGL (Klimt-based render system).

None of my devices had hardware accelleration, so they were using pure software 3d rendering with both libraries.

Thanks,
GenericBum


Thank you. It is my pleasure. Now I have no time to correct bugs. Maybe merge into the CVS will help a lot.

kannetkeifer

26-05-2009 18:58:11

Error 14 error C2491: 'Ogre::dllStartPlugin' : definition of dllimport function not allowed c:\ppc defult\PocketPC\Ogre_WinCE\RenderSystems\RenderSystem_Vincent\src\OgreEGLEngineDll.cpp 40 RenderSystem_Vincent
Error 15 error C2491: 'Ogre::dllStopPlugin' : definition of dllimport function not allowed c:\ppc defult\PocketPC\Ogre_WinCE\RenderSystems\RenderSystem_Vincent\src\OgreEGLEngineDll.cpp 48 RenderSystem_Vincent

as far as i know there is no errors in the debug version
but it has this two in release please halp me out if you have time
thanks