hydrax on mac

shams

22-10-2008 09:45:32

hello!

first, congratulations for the amazing work!

I tried to build the hydrax sources on my mac. I made the changes for Ogre 1.4.9, even if i'm using 1.4.5.... :)
But I still have a problem here :/Hydrax/Noise/Perlin/Perlin.cpp:143: error: invalid initialization of non-const reference of type 'Ogre::TexturePtr&' from a temporary of type 'Ogre::TexturePtr'

Second question for mac users :
do you add all the sources to your xCode project? Or have you built a framework or something like this?

Thanks !

Thrakbad

22-10-2008 09:57:01

Just delete the reference (&), it worked for me.

shams

22-10-2008 09:59:39

Just delete the reference (&), it worked for me.yep! that was a pretty easy trick... ;)

shams

22-10-2008 11:56:59

build ok!

but it seems that I've forgot something :

Xavyiy

22-10-2008 12:18:55

@shams
You haven't forgot anything, actually all materials are compiled with hlsl, you've to change Istand material to cg(Just editing Island.material) and change ShaderMode to cg in Hydrax config file.

Anyway there some tricks to do to the shaders under CG/OpenGL due to CG have some bugs with OGL(Hope future CG versions will fix it).

For overwater rendering you can do a little fixe in MaterialManager.cpp, read this:
http://www.ogre3d.org/phpBB2/viewtopic. ... &start=302 (It's for Hydrax 0.3, but the same for 0.4).

For underwater rendering I haven't tried anything for now, hope I will find a trick for it in some days.

Xavi

shams

22-10-2008 12:35:31

hum, I'm already in Cg in my hydrax config file. If I changed the shaderMode in HLSL or GLSL, app crashes...

And what have I to change in Island.material ?

Thanks for the link, I updated the code

EDIT : i'm under ogre 1.4.5, should i do the update?

shams

22-10-2008 15:26:02

Hummm... I tried to update my ogre version to 1.6.0, but it doesn't built anymore. EventHandlerRef causes some troubles under mac... but it's not related to Hydrax...

So i returned to my 1.4.5 modified framework (for Qt) and still got my problems!

:?

Xavyiy

22-10-2008 22:04:53

Ogre version mustn't be a problem, just copy the Island.material from the Editor Media/Materials folder(It's CG).
Post some screenshots with results and Ogre log.

Xavi

shams

23-10-2008 09:08:24

still not working... argh!

screenshot : with the two others skyboxes:



and log :
[SETUP OGRE]


[root]

Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
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.
FreeImage version: 3.9.1
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi
DDS codec registering
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 RenderSystem_GL
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
Loading library Plugin_ParticleFX
Installing plugin: ParticleFX
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
Plugin successfully installed
Loading library Plugin_BSPSceneManager
Installing plugin: BSP Scene Manager
Plugin successfully installed
Loading library Plugin_OctreeSceneManager
Installing plugin: Octree & Terrain Scene Manager
Plugin successfully installed
Loading library Plugin_CgProgramManager
Installing plugin: Cg Program Manager
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.4.5 (Eihort)

[initialise ogre]

CPU Identifier & Features
-------------------------
* CPU ID: GenuineIntel: Intel(R) Core(TM)2 CPU T7600 @ 2.33GHz
* SSE: yes
* SSE2: yes
* SSE3: yes
* MMX: yes
* MMXEXT: yes
* 3DNOW: no
* 3DNOWEXT: no
* CMOV: yes
* TSC: yes
* FPU: yes
* PRO: yes
* HT: no
-------------------------
*******************************************
*** Starting OSX OpenGL Subsystem ***
*******************************************

[-- OGRE SETUP OK --]




[CREATE RENDER WINDOW]

GLRenderSystem::createRenderWindow "View50703872", 1114x465 windowed miscParams: externalWindowHandle=46690704
Creating a Carbon Compatible Render System
GL_VERSION = 2.0 ATI-1.5.30
GL_VENDOR = ATI Technologies Inc.
GL_RENDERER = ATI Radeon X1600 OpenGL Engine
GL_EXTENSIONS = GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_shading_language_100 GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_geometry_shader4 GL_EXT_transform_feedback GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_APPLE_aux_depth_stencil GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_draw_buffers GL_ARB_shader_texture_lod GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_texture_sRGB GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_EXT_packed_depth_stencil GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_ARB_texture_float GL_ARB_half_float_pixel GL_APPLE_pixel_buffer GL_APPLE_object_purgeable GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using PBuffers for rendering to textures
RenderSystem capabilities
-------------------------
* Hardware generation of mipmaps: yes
* Texture blending: yes
* Anisotropic texture filtering: yes
* Dot product texture operation: yes
* Cube mapping: yes
* Hardware stencil buffer: yes
- Stencil depth: 8
- Two sided stencil support: yes
- Wrap stencil values: yes
* Hardware vertex / index buffers: yes
* Vertex programs: yes
- Max vertex program version: arbvp1
* Fragment programs: yes
- Max fragment program version: arbfp1
* Texture Compression: yes
- DXT: yes
- VTC: no
* Scissor Rectangle: yes
* Hardware Occlusion Query: yes
* User clip planes: yes
* VET_UBYTE4 vertex element type: yes
* Infinite far plane projection: yes
* Hardware render-to-texture: yes
* Floating point textures: yes
* Non-power-of-two textures: yes
* Volume textures: yes
* Multiple Render Targets: 1
* Point Sprites: yes
* Extended point parameters: yes
* Max Point Size: 64
* Vertex texture fetch: yes
- Max vertex textures: 16
- Vertex textures shared: yes
Registering ResourceManager for type Texture
ResourceBackgroundQueue - threading disabled
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.

[-- RENDER WINDOW OK --]



[SETUP RESSOURCES]

Added resource location 'Data/waterPlane/' of type 'FileSystem' to resource group 'General'
Added resource location 'Data/model/' of type 'FileSystem' to resource group 'General'
Added resource location 'Data/' of type 'FileSystem' to resource group 'General'
Added resource location 'Data/config/' of type 'FileSystem' to resource group 'General'
Added resource location 'Data/terrain' of type 'FileSystem' to resource group 'General'
Added resource location 'Data/icon/' of type 'FileSystem' to resource group 'General'
Added resource location 'Data/terrain/fourmigues/' of type 'FileSystem' to resource group 'General'
Added resource location 'Data/skybox/' of type 'FileSystem' to resource group 'General'
Added resource location 'Data/waterPlane/fresneldemo.zip' of type 'Zip' to resource group 'General'
Added resource location 'Data/skybox/cubemapsJS.zip' of type 'Zip' to resource group 'General'
Added resource location 'Data/Hydrax/SkyBoxes.zip' of type 'Zip' to resource group 'General'
Creating resource group Hydrax
Added resource location 'Data/Hydrax' of type 'FileSystem' to resource group 'Hydrax'
Added resource location 'Data/Hydrax/saved' of type 'FileSystem' to resource group 'Hydrax'
Creating resource group imageGroup
Added resource location 'Data/terrain/fourmigues/photos/' of type 'FileSystem' to resource group 'imageGroup'

[-- SETUP OK --]



[SETUP SCENE OGRE]

[sceneManager]
TerrainSceneManager: Registered a new PageSource for type Heightmap

[camera]

[viewport]
Creating viewport on target 'View50703872', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0

[ressources]
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group General
Parsing script waterPlane.material
Parsing script boule.material
Parsing script fish.material
Parsing script skybox.material
Parsing script RomanBath.material
Finished parsing scripts for resource group General
Parsing scripts for resource group Hydrax
Parsing script Island.material
Parsing script Palm.material
Parsing script SkyBox.material
Finished parsing scripts for resource group Hydrax
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Parsing scripts for resource group imageGroup
Finished parsing scripts for resource group imageGroup

[scene]

[light]

[skybox]
Texture: ct_fr.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: ct_bk.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: ct_lf.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: ct_rt.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: ct_up.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: ct_dn.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.

[Hydrax]
[Hydrax] Hydrax created.
[Hydrax] HydraxDemo.hdx loaded.
[Hydrax] Creating module...
[Hydrax] Creating ProjectedGridVertex module.
[Hydrax] ProjectedGridVertex created.
[Hydrax] Module created.
[Hydrax] Initializating RTT Manager...
OSXPBuffer::OSXPBuffer()
OSXPBuffer::createPBuffer()
Creating viewport on target 'rtt/HydraxReflectionMap/529599040', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
Creating viewport on target 'rtt/HydraxRefractionMap/529635312', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
Creating viewport on target 'rtt/HydraxDepthMap/529638368', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
[Hydrax] RTT manager initialized.
[Hydrax] Registring device restored listener...
[Hydrax] Device restored listener registred.
[Hydrax] Creating materials...
[Hydrax] Creating water material...
WARNING: Texture instance 'HydraxReflectionMap' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
WARNING: Texture instance 'HydraxRefractionMap' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
WARNING: Texture instance 'HydraxDepthMap' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
Texture: Fresnel.bmp: Loading 1 faces(PF_L8,256x1x1) with 8 hardware generated mipmaps from Image. Internal format is PF_L8,256x1x1.
Texture: Foam.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
[Hydrax] Water material created.
[Hydrax] Creating depth material...
Texture: Caustics_0.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_1.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_2.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_3.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_4.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_5.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_6.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_7.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_8.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_9.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_10.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_11.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_12.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_13.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_14.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_15.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_16.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_17.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_18.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_19.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_20.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_21.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_22.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_23.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_24.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_25.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_26.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_27.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_28.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_29.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_30.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
Texture: Caustics_31.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
[Hydrax] Depth material created.
[Hydrax] Creating underwater material...
Texture: UnderwaterDistortion.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
[Hydrax] Underwater material created.
[Hydrax] Materials created.
[Hydrax] Creating god rays...
[Hydrax] Perlin destroyed.
[Hydrax] God rays created.
[Hydrax] Creating water mesh...
WARNING: Mesh instance 'HydraxMesh' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
[Hydrax] Water mesh created.
TerrainSceneManager: Activated PageSource Heightmap
Texture: Sand.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: Sand.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: SandGrass.tga: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: SandGrass.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.

[option]


[timer]


[-- SETUP SCENE OK --]

QWidget::repaint: Recursive repaint detected
Texture: early_morning_fr.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: early_morning_bk.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: early_morning_lf.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: early_morning_rt.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: early_morning_up.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: early_morning_dn.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Skybox Sky/EarlyMorning selected. (2/3)
Texture: clouds_fr.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: clouds_bk.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: clouds_lf.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: clouds_rt.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: clouds_up.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: clouds_dn.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Skybox Sky/Clouds selected. (3/3)

shams

27-10-2008 11:21:44

I add my create scene function :


void O_SceneOgre::createScene(void)
{
cout << "\n\t\t[scene]" << endl;

// light
cout << "\n\t\t\t[light]" << endl;
m_sceneMgr->setAmbientLight(Ogre::ColourValue(1, 1, 1));
Ogre::Light *mLight = m_sceneMgr->createLight("Light0");
mLight->setPosition(mSunPosition[mCurrentSkyBox]);
mLight->setDiffuseColour(1, 1, 1);
mLight->setSpecularColour(mSunColor[mCurrentSkyBox].x,
mSunColor[mCurrentSkyBox].y,
mSunColor[mCurrentSkyBox].z);

//skyBox
cout << "\n\t\t\t[skybox]" << endl;
m_sceneMgr->setSkyBox(true, mSkyBoxes[mCurrentSkyBox], 99999*3, true);

// Hydrax initialization code ---------------------------------------------
// ------------------------------------------------------------------------
cout << "\n\t\t\t[Hydrax]" << endl;
// Create Hydrax object
mHydrax = new Hydrax::Hydrax(m_sceneMgr, m_camera, m_renderWindow->getViewport(0));

// Create our projected grid module
Hydrax::Module::ProjectedGrid *mModule
= new Hydrax::Module::ProjectedGrid(// Hydrax parent pointer
mHydrax,
// Noise module
new Hydrax::Noise::Perlin(),
// Base plane
Ogre::Plane(Ogre::Vector3(0,1,0), Ogre::Vector3(0,0,0)),
// Normal mode
Hydrax::MaterialManager::NM_VERTEX,
// Projected grid options
Hydrax::Module::ProjectedGrid::Options(264));

// Set our module
mHydrax->setModule(static_cast<Hydrax::Module::Module*>(mModule));

// Load all parameters from config file
// Remarks: The config file must be in Hydrax resource group.
// All parameters can be set/updated directly by code(Like previous versions),
// but due to the high number of customizable parameters, Hydrax 0.4 allows save/load config files.
mHydrax->loadCfg("HydraxDemo.hdx");

// Create water
mHydrax->create();

// Hydrax initialization code end -----------------------------------------
// ------------------------------------------------------------------------

// Load island
m_sceneMgr->setWorldGeometry("Island.cfg");

// Add our hydrax depth technique to island material
// (Because the terrain mesh is not an Ogre::Entity)
mHydrax->getMaterialManager()->addDepthTechnique(static_cast<Ogre::MaterialPtr>(Ogre::MaterialManager::getSingleton().getByName("Island"))->createTechnique());

}

shams

28-10-2008 12:29:27

I had some palms to see if it works, and it works but still not all the rest...!
Nobody has an idea? I'm desperate!

Xavyiy

28-10-2008 19:25:17

Can you try to compile/run the Hydrax 0.3 Linux package? (To try to identificate the problem).

Xavi

shams

28-10-2008 21:55:36

hi xavi.
I changed the hydrax v4 code from my project and replace it with 0.3 version.
It's more better, but I still have some problems...

XpLoDWilD

29-10-2008 10:38:56

I think Xavyiy should work on the OpenGL part of Hydrax, because under Windows/OpenGL with CG, it doesn't work or very very badly :(

shams

29-10-2008 10:43:00

some poeple had a working hydrax under mac. Even if it's not as great as a windows version, I want to have this hydrax things! All the ogre examples applications work really great on my machine...

shams

29-10-2008 12:46:23

ok fresh news : I succeed to build hydrax demo with Ogre 1.6.0 ->



Another thing : in this demo, when I don't look island or palms, the skybox appears !!!

Xavyiy

30-10-2008 17:47:43

Mmm seems that you've a lot of problems under Mac, anyway Hydrax 0.3 runs fine under Mac(Chechk the original Hydrax thread in Using ogre in practice forum), so.. I think that there're some more problems, not only CG(2.0+ needed), something related with your drivers maybe?
I haven't Linux/Mac to find the problems reasons, but I hope that nexts versions of CG fixes these little changes beetwen DirectX/OpenGL.

shams

04-11-2008 10:50:25

yep... :?

I'm going to try with 0.3. I have a macbook pro with ATI Radeo X1600... So if someone has the same config and has hydrax working, please tell me!