NxOgre 0.4 RC1 available - Now looking for beta testers...

betajaen

13-10-2006 19:34:51

NxOgre 0.4 RC1


Release Notes

- Works with Azaroth, Dagon and Eihort without the need of changing any setting or code.
- Works with PhysX 2.4.4 and 2.5.1
- LOTS AND LOTS of new things
- New tutorial look and behavior
- And lots and lots more.



Known Issues
- No VC7 projects.
- Half of the tutorials are missing.
- The prefab code does not exist anymore.
- Scene exporting/importing is weird.
- Some minor bugs with the tutorials (shown in the tutorial project name)
- Fluids disabled



Install

Set up the following environmental variables:


OGRE_HOME -> /ogrenew/ogremain/
PHYSX_DIR -> /physx/
NXOGRE_DIR -> /nxogre/nxogre/


Open the Visual Studio project. Select RELEASE, and compile the whole solution.

Copy the Ogre release DLL's into tutorials.
Copy the PhysX DLL's into tutorials.

Play!


Tutorial Instructions

Apart from 101, 116 and 606. All of the tutorials use the mouse picker system, as well as the IJLUM keys to apply force or torque.

IJKLUM - Tutorial keys (depends on the tutorial)
WASDQZ - Camera movement
Left Click - Make the active body move in that spot.
Right click - Select a dynamic active body.
Hold Left and Right - Rotate camera (use WASDQZ keys to move around).
F1 - Screenshot.
F2 - Toggle debug mode (check it out!)
Escape - Quit

Links

Library and Tutorials (Source)



Pictures


ColeZero

13-10-2006 19:51:22

You are the best, already compiling....:)

betajaen

13-10-2006 19:52:26

I hope it works, as I haven't tried it outside mine and DaCracker's computer.

Ridhan

13-10-2006 20:09:23

Just registered to thank you :wink:

ColeZero

13-10-2006 20:20:26

looking good: no errors or problems at all.
Seems to be ok, till now, i'll test it tomorrow.
There is a little bug:

#include "nxOgre_textstream.h"

The compiler will not find this.

Rename it to

#include "nxOgre_TextStream.h"

Most of the files, seems to be wrong, simply rename them..^^

I really love the style of the tutorials, very good job betajean...

betajaen

13-10-2006 20:22:14

Hmm. It's case sensitive?

ColeZero

13-10-2006 20:23:15

yeah, it seems so.
Iam using VisualStudio2005 Pro.

betajaen

13-10-2006 20:25:10

Weird. I'm using 2005 Express and it's fine with me.

Is there a chance you can get a list of the files?

[Edit]

No, need. I'm lowercasing the file names.

ColeZero

13-10-2006 20:30:41

Strange i only renamed this file, completly recompiled it, and no it works fine, maybe some VS bug, now it works, except 2 errors:

He can't find the OIS-header, i think that's because of the Dependencies, i needed to add the Dependencies-folder.

And he can't find the OgreKeyEvent.h...

betajaen

13-10-2006 20:38:22

Okay, really weird. It can't use the OIS-headers and OgreKeyEvent at the same time.

What Ogre version are you using?

p.s. You are compiling it as Release aren't you?

ColeZero

13-10-2006 20:39:12

Iam using the current CVS-version.
Yes i'm compiling in Release mode.^^
That was the first thing i checked ;)

Probably iam using the wrong dependencies...

betajaen

13-10-2006 20:44:32

Hmm...

Am I right in thinking that the OgreKeyEvent error only applies to a few tutorials?

For example 606?

If so, then I haven't gotten around to converting it to OIS/InputListener combo yet....I thought I did.

Ridhan

13-10-2006 20:47:03

I'm now testing the tutorials,and they seem to work just fine :D

I've installed the NxOgre in OgreSDK 1.2.3 and PhsyX 2.5.0

EDIT:
tested the 606 and the figure/character falls through the ground and sometime it moves randomly when i press the wasd

ColeZero

13-10-2006 20:52:46

Jeah you're right Tutorial 606 and Tutorial 110. Collision Filtering.
There are no problems with the other tutorials...

betajaen

13-10-2006 20:53:08

@Ridhan

Excellent news! Although I'm suprised NxOgre works with such a old version of PhysX, we are on 2.5.1 now :wink:

@ColeZero

Just uploaded a new version of the zip, I've lowercased the suffix parts of the filenames and removed 606 from the solution. (It's still there like the other projects, just not in the solution).

[Edit]

ColeZero are you sure about 110? It is using the new tutorial classes it's basically a copy of 103 (the master) without any NxOgre setup code.

[Edit Edit]

Found the problem. Fixing it via notepad.

ColeZero

13-10-2006 21:00:09

pretty sure, thats were the 'missing OIS/OIS.h'-error appears...

betajaen

13-10-2006 21:06:37

Found the problem. Includes are wrong. Fixing it via notepad

ColeZero

13-10-2006 21:08:16

Really, thats great, what do i need to change, so i don't have to download it..

betajaen

13-10-2006 21:09:59

Project settings in 103, C++ include directories (just double click the line to select all) and copy it into the clipboard. Goto the project settings in 110, C++ include directories, double click that line and paste. Done!

And I've uploaded the zip for other people as well.

ColeZero

13-10-2006 21:15:17

Big thx, but the Linker-settings are also wrong, if you are not using the SDK.

$(OGRE_HOME)\lib\$(ConfigurationName)\ -- is missing in the 110 Project, so he can't find the OgreMain.lib.
You need to add this...^^

betajaen

13-10-2006 21:18:17

Grr Betajaen angry.

[Edit]

Fixed and uploaded.

ColeZero

13-10-2006 21:24:59

Now it works...great....the look is great...^^

Grr Betajaen angry.
haha lol. My old mathematics teacher always said this if you made something wrong or if he made something wrong..^^Thats a bit scarry....

betajaen

13-10-2006 21:27:40

Haha he really said "Grr. Betajaen angry"?

Anyway, I'm glad it's working now, completely impressive since it works across between both versions of Ogre (with interface changes) and PhysX.

Anyway, onwards to the NxOgre bugs!

ColeZero

13-10-2006 21:37:52

Haha he really said "Grr. Betajaen angry"?
Haha not Grr. Betajean angry, but "Grr" was one of his favorites and angry.
But sometimes he says: Grr. <Name> angry...^^


Anyway, I'm glad it's working now, completely impressive since it works across between both versions of Ogre (with interface changes) and PhysX.

Thats really awesome...


But, ok you're right, locate-bugs-mode is running..^^

Marioko

14-10-2006 00:06:27

Compiling.....


[EDIT]

Compile fail....No var sets..

[EDIT]
I using diferents envirotment vars, that is for my toolset, no NxOgre error...

[EDIT]
Compiling again....

[EDIT]
Finished generating code
Embedding manifest...
Build log was saved at "file://C:\Ogre\Add-ons\NxOgre\obj\Release\BuildLog.htm"
nxOgre - 0 error(s), 0 warning(s)
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

Compile Finished Succesfull....
:lol:

Yahhhooooooooooooooooo, googlee?? ah?? :oops:

wspnut

14-10-2006 00:09:25

any chance we might see a 2003 compatible sln up soon? =D

I'm all oldschool like that. Peace out G.



EDIT:
Nevermind, turns out my school offers visual studio 2005 for free. I PITY THE FOOL WHO DON'T STAY IN SCHOOL!

ColeZero

14-10-2006 10:58:26

evermind, turns out my school offers visual studio 2005 for free. I PITY THE FOOL WHO DON'T STAY IN SCHOOL!

Same to me. my school also took the advantage of MSDN AA, but you can not use this for commercial use.

But Betajean used VS2005 Express which is free for everyone..
So you can use this...

back to the topic, i haven't found a big bug so far...

wspnut

14-10-2006 17:53:10

This is kind of off topic... but my VS2005 freezes every time I try to change a property on the project or change the build to Release mode

Anyone know why it would be dong that?

betajaen

14-10-2006 18:22:46

I haven't got a clue, have you tried asking the main forum or perhaps a Microsoft Developer website; some MSDN forum?

wspnut

14-10-2006 18:28:24

I haven't got a clue, have you tried asking the main forum or perhaps a Microsoft Developer website; some MSDN forum?

That's what I'm running to do now. Was trying to avoid microsoft tech support if I could =P

betajaen

14-10-2006 19:02:41

Oh. I always find when it comes to Microsoft products or anything on the Windows platform to fix something - reinstall.

rUmbl3

14-10-2006 19:11:15

you could go to http://connect.microsoft.com and try to get an application for the VS2005 SP1 Beta .. maybe your bug is fixed in there.

Edit: As stated here. you can maybe download it from this page without a beta account.

wspnut

14-10-2006 20:14:10

Actually, for anyone interested, I did some digging and found that the IntelliSense feature microsoft loves to throw in was just killing my system any time I wanted to do anything. By removing the DLL that runs intellisense... my VC2005 package works perfectly now.

If anyone else has that problem, simply go to:

<VS2005 Install Path>\VC\vcpackages

And rename "feacp.dll" to another name, or delete it altogether. It's kind of a backwards way of disabling IntelliSense, but it works nicely.

...and now off to compile... =D

wspnut

14-10-2006 20:38:14

OK then, I got the NxOgre DLL compiling fine it seems. But when trying to do the sphere's and torque tutorial (the only one I've tried so far), I get think linker error:


Linking...

102.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: void __thiscall Ogre::SceneNode::setVisible(bool,bool)" (__imp_?setVisible@SceneNode@Ogre@@QAEX_N0@Z) referenced in function "protected: void __thiscall mousePicker::pickerSetup(class Ogre::SceneManager *,class Ogre::Camera *,class nxOgre::scene *,int,int)" (?pickerSetup@mousePicker@@IAEXPAVSceneManager@Ogre@@PAVCamera@3@PAVscene@nxOgre@@HH@Z)
Release/nxTutorial102.exe : fatal error LNK1120: 1 unresolved externals

102.Sphere and Torque - 2 error(s), 0 warning(s)

========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========




Edit:

FYI - I upgraded to the latest OGRE version 1.2.3 for VC8 and am using PhysX 2.5.1... (with VC8 of course)

betajaen

14-10-2006 20:48:08

Hmm, what about another tutorial 103 for example?

wspnut

14-10-2006 20:51:52

I ran "Build Solution"

All of the tutorials except for 101, 116 and sandbox fail to compile (they all get the same error)

And when I try to run the 101 or 116 EXEs, I get the following message:

The procedure entry point ?_getCreator@MovableObject@Ogre@@UBEPAVMovableObjectFactory@2@XZ could not be located in the dynamic link library OgreMain.dll

I'm sure it's something I'm screwing up with the config, but I have no idea what.

betajaen

14-10-2006 21:00:43

I can't see how, I've ran it with that.

Are you positive the DLL's in the tutorial folder are 1.2.3's?

wspnut

14-10-2006 21:03:56

I can't see how, I've ran it with that.

Are you positive the DLL's in the tutorial folder are 1.2.3's?



I must've left an old one in there or something when I copied over by accident. The file runs fine now.

...except that 102 crashes as soon as the screen gets setup...

>.<

betajaen

14-10-2006 21:12:11

Only 102?

wspnut

14-10-2006 21:14:43

No, every tutorial fails like that (that I've run so far)

I've fixed my build problem, the entire solution seems to build fine atm. The exe's are still crashing, however.

betajaen

14-10-2006 21:32:59

Alright, run the tutorial through a dos window, in theory it should give out the error there.

wspnut

14-10-2006 21:41:45

I get the same thing the ogre.log file gives me, which doesn't seem like it'd be a crash-worthy warning:


... cut out ...

Mesh: Loading nx.floor.mesh.
Texture: nx.floor.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: nx.floor.lm.png: Loading 1 faces(PF_B8G8R8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Mesh: Loading nx.body.axis.mesh.
Texture: arrow1.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Win32Input8: DirectInput Activation Starts
Win32Input8: Establishing keyboard input.
Win32Input8: Keyboard input established.
Win32Input8: Initializing mouse input in immediate mode.
Win32Input8: Mouse input in immediate mode initialized.
Win32Input8: DirectInput OK.
Texture: arrow.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
WARNING: Mesh instance 'NxOgre.ErrorCube' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded
.

betajaen

14-10-2006 21:58:02

Weird, Weird and more Weird.

Perhaps it might be worth it, by using Eihort via the CVS?

wspnut

14-10-2006 22:04:45

Weird, Weird and more Weird.

Perhaps it might be worth it, by using Eihort via the CVS?


Is that what you guys compiled with?

betajaen

14-10-2006 22:05:56

I developed most of it with Eihort, but it's capable of running in Dagon quite easily.

I recommend Eihort just because it's newer.

wspnut

14-10-2006 22:09:02

"MovableObject::Listener added so you can use MovableObject::setListener to get callbacks when object being rendering, finding for lights, and more."

That's from the latest dev notes. It's possible (I think) that the MovableObjectFactory it's complaining about is related to that. My best guess is it's a new tool to create a MO listener? If so that would explain why it didn't work with the prebuilt SDK...

betajaen

14-10-2006 22:47:12

That makes some sense. I'm using Dagon 1.2.2 which makes even more sense.

wspnut

14-10-2006 22:52:18

Welp, the sourceforge CVS servers are being a real pain in the ass. Looks like I'll have to wait till tomorrow or something to see if this works =/

@betajaen
Have you built the latest NxOgre successfully with Dagon 1.2.2?

betajaen

14-10-2006 22:55:52

Yep, NxOgre works with Dagon 1.2.2 and Eihort CVS (which I downloaded a month ago).

I have not tried it with Dagon 1.2.3 or the latest Eihort, or Azaroth.

[Edit]

I have Dagon 1.2.3 now downloaded and will test/upgrade NxOgre to work with it too, and while I'm at it; a newer Eihort.

DaCracker

14-10-2006 23:04:32

I've been trying to implent nxOgre 0.4 RC1 and Ogre 1.2.3
into my game engine and just want to anounce that
the both libs work perfectly togheter :)

wspnut

14-10-2006 23:05:34

I've been trying to implent nxOgre 0.4 RC1 and Ogre 1.2.3
into my game engine and just want to anounce that
the both libs work perfectly togheter :)


What steps did you take to get NxOgre working with 1.2.3? It seems odd that the tutorials keep crashing after I build them.

DaCracker

14-10-2006 23:13:51

I downloaded the Ogre and nxOgre source code and compiled
them (nxOgre uses PhysX SDK 2.5.1) and it works like a charm.

wspnut

14-10-2006 23:16:23

I downloaded the Ogre and nxOgre source code and compiled
them (nxOgre uses PhysX SDK 2.5.1) and it works like a charm.


I wish mine was that easy... heh

DaCracker

14-10-2006 23:19:54

Are you using the source or the SDK?

ColeZero

15-10-2006 00:35:20

Yet i have no compiling errors with nxOgre + Eihort.
But i have started the Tutorials and there are weird errors.
Most of them are empty, so the screen is black and only a mouse-cursor is visible.
The sandbox ist also empty, but not black, so there ist a floor and the arrows and a mouse-cursor.
Tutorial101 is only a black window, but the app is not crashed, i can close ist with esc.
But these are weird errors, not real errors, but the tutorials are not working in the way they should..

EDIT:

Here are 2 screens:

http://img216.imageshack.us/img216/3765/error2fp5.jpg

http://img157.imageshack.us/img157/5594/error1bm1.jpg

wspnut

15-10-2006 01:34:42

Are you using the source or the SDK?

I was using the Dagon SDK. I've just gotten the latest CVS and I'm now going to try and get that compiling... maybe it'll work who knows =P

NickM

15-10-2006 09:59:28

It may be completely unrelated to everyone elses problems but I've found that I can't run any of the NxOgre tutorials in DirectX (the Ogre and PhysX tutorials work ok) I've not yet had time to investigate further as it's probably a problem with my complete re-install of everything on my pc, hopefully I'll get time to take a look later.

betajaen

15-10-2006 10:29:58

This is weird, very weird.

The Sandbox won't have anything on the grid because it's a "blank" tutorial, as well as the other tutorials marked with TODO in their names and for the record I've had that black screen problem before as well, it's getting quite annoying. I think it's do with my application/frame listener class.


Oh and people can we start posting the ends of Ogre.log, NxOgre.physics.log and if possible the last few lines of the console (if you launch it in a dos window). It'll make my job far easier! :D

ColeZero

15-10-2006 14:01:30

Here are the logs of Tutorial 104, with black screen and a mousecursor:

These are the last few lines of the dos-window:

WARNING: nx.convex1.mesh is an older format ([MeshSerializer_v1.30]); you should
upgrade it as soon as possible using the OgreMeshUpgrade tool.
Mesh: Loading nx.bodyguide.mesh.
WARNING: nx.bodyguide.mesh is an older format ([MeshSerializer_v1.30]); you shou
ld upgrade it as soon as possible using the OgreMeshUpgrade tool.
Texture: bodyguide1m.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 hardware
generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 1 hardw
are generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.


THis is the NxOgre.physics.log:


14:54:01.000000 Starting up NxOgre using versions:
- PhysX SDK 2.5.1
- NxOgre NxOgre 0.4.RC1(Compatible: yes)
- Hardware None installed or none found.
14:54:01.000000 Started.
14:54:01.000000 Creating scene 'Main'.


And this is the complete! Ogre.log..


14:53:54: Creating resource group General
14:53:54: Creating resource group Internal
14:53:54: Creating resource group Autodetect
14:53:54: Registering ResourceManager for type Material
14:53:54: Registering ResourceManager for type Mesh
14:53:54: Registering ResourceManager for type Skeleton
14:53:54: MovableObjectFactory for type 'ParticleSystem' registered.
14:53:54: OverlayElementFactory for type Panel registered.
14:53:54: OverlayElementFactory for type BorderPanel registered.
14:53:54: OverlayElementFactory for type TextArea registered.
14:53:54: Registering ResourceManager for type Font
14:53:54: ArchiveFactory for archive type FileSystem registered.
14:53:54: ArchiveFactory for archive type Zip registered.
14:53:54: FreeImage version: 3.9.0
14:53:54: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
14:53:54: 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
14:53:54: DDS codec registering
14:53:54: Registering ResourceManager for type HighLevelGpuProgram
14:53:54: Registering ResourceManager for type Compositor
14:53:54: MovableObjectFactory for type 'Entity' registered.
14:53:54: MovableObjectFactory for type 'Light' registered.
14:53:54: MovableObjectFactory for type 'BillboardSet' registered.
14:53:54: MovableObjectFactory for type 'ManualObject' registered.
14:53:54: MovableObjectFactory for type 'BillboardChain' registered.
14:53:54: MovableObjectFactory for type 'RibbonTrail' registered.
14:53:54: Loading library .\RenderSystem_Direct3D9
14:53:54: D3D9 : Direct3D9 Rendering Subsystem created.
14:53:54: D3D9: Driver Detection Starts
14:53:54: D3D9: Driver Detection Ends
14:53:54: Loading library .\RenderSystem_GL
14:53:54: OpenGL Rendering Subsystem created.
14:53:55: Loading library .\Plugin_ParticleFX
14:53:55: Particle Emitter Type 'Point' registered
14:53:55: Particle Emitter Type 'Box' registered
14:53:55: Particle Emitter Type 'Ellipsoid' registered
14:53:55: Particle Emitter Type 'Cylinder' registered
14:53:55: Particle Emitter Type 'Ring' registered
14:53:55: Particle Emitter Type 'HollowEllipsoid' registered
14:53:55: Particle Affector Type 'LinearForce' registered
14:53:55: Particle Affector Type 'ColourFader' registered
14:53:55: Particle Affector Type 'ColourFader2' registered
14:53:55: Particle Affector Type 'ColourImage' registered
14:53:55: Particle Affector Type 'ColourInterpolator' registered
14:53:55: Particle Affector Type 'Scaler' registered
14:53:55: Particle Affector Type 'Rotator' registered
14:53:55: Particle Affector Type 'DirectionRandomiser' registered
14:53:55: Particle Affector Type 'DeflectorPlane' registered
14:53:55: *-*-* OGRE Initialising
14:53:55: *-*-* Version 1.3.0 (Eihort)
14:53:55: Creating resource group Bootstrap
14:53:55: Added resource location 'Media/NxOgreCore/' of type 'FileSystem' to resource group 'Bootstrap'
14:53:55: Added resource location 'Media/' of type 'FileSystem' to resource group 'General'
14:53:55: Added resource location 'Media/images/' of type 'FileSystem' to resource group 'General'
14:53:55: Added resource location 'Media/materials/' of type 'FileSystem' to resource group 'General'
14:53:55: Added resource location 'Media/meshes/' of type 'FileSystem' to resource group 'General'
14:53:55: Added resource location 'Media/set/' of type 'FileSystem' to resource group 'General'
14:53:55: Added resource location 'Media/instructions/' of type 'FileSystem' to resource group 'General'
14:53:55: Added resource location 'Media/606/' of type 'FileSystem' to resource group 'General'
14:53:55: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
14:53:55: D3D9 : RenderSystem Option: Anti aliasing = None
14:53:55: D3D9 : RenderSystem Option: Floating-point mode = Fastest
14:53:55: D3D9 : RenderSystem Option: Full Screen = No
14:53:55: D3D9 : RenderSystem Option: Rendering Device = NVIDIA GeForce Go 6600
14:53:55: D3D9 : RenderSystem Option: VSync = No
14:53:55: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
14:54:00: D3D9 : Shutting down cleanly.
14:54:00: CPU Identifier & Features
14:54:00: -------------------------
14:54:00: * CPU ID: GenuineIntel-X86
14:54:00: * SSE: yes
14:54:00: * SSE2: yes
14:54:00: * SSE3: no
14:54:00: * MMX: yes
14:54:00: * MMXEXT: yes
14:54:00: * 3DNOW: no
14:54:00: * 3DNOWEXT: no
14:54:00: * CMOV: yes
14:54:00: * TSC: yes
14:54:00: * FPU: yes
14:54:00: * PRO: no
14:54:00: * HT: no
14:54:00: -------------------------
14:54:00: *** Starting Win32GL Subsystem ***
14:54:00: GLRenderSystem::createRenderWindow "NxOgre: NxTutorial 104 - Convex Shapes and Anistropic Friction", 1024x768 windowed miscParams: FSAA=0 colourDepth=32 vsync=false
14:54:00: Created Win32Window 'NxOgre: NxTutorial 104 - Convex Shapes and Anistropic Friction' : 1024x768, 32bpp
14:54:00: GL_VERSION = 2.0.3
14:54:00: GL_VENDOR = NVIDIA Corporation
14:54:00: GL_RENDERER = GeForce Go 6600/PCI/SSE2
14:54:00: GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
14:54:00: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
14:54:00: ***************************
*** GL Renderer Started ***
***************************
14:54:00: Registering ResourceManager for type GpuProgram
14:54:00: GLSL support detected
14:54:00: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
14:54:00: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0
14:54:00: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0
14:54:00: FBO PF_R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:00: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:01: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:01: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:01: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:01: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8
14:54:01: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0
14:54:01: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2
14:54:01: RenderSystem capabilities
14:54:01: -------------------------
14:54:01: * Hardware generation of mipmaps: yes
14:54:01: * Texture blending: yes
14:54:01: * Anisotropic texture filtering: yes
14:54:01: * Dot product texture operation: yes
14:54:01: * Cube mapping: yes
14:54:01: * Hardware stencil buffer: yes
14:54:01: - Stencil depth: 8
14:54:01: - Two sided stencil support: yes
14:54:01: - Wrap stencil values: yes
14:54:01: * Hardware vertex / index buffers: yes
14:54:01: * Vertex programs: yes
14:54:01: - Max vertex program version: vp40
14:54:01: * Fragment programs: yes
14:54:01: - Max fragment program version: fp40
14:54:01: * Texture Compression: yes
14:54:01: - DXT: yes
14:54:01: - VTC: yes
14:54:01: * Scissor Rectangle: yes
14:54:01: * Hardware Occlusion Query: yes
14:54:01: * User clip planes: yes
14:54:01: * VET_UBYTE4 vertex element type: yes
14:54:01: * Infinite far plane projection: yes
14:54:01: * Hardware render-to-texture: yes
14:54:01: * Floating point textures: yes
14:54:01: * Non-power-of-two textures: yes
14:54:01: * Volume textures: yes
14:54:01: * Multiple Render Targets: 4
14:54:01: * Point Sprites: yes
14:54:01: * Extended point parameters: yes
14:54:01: * Max Point Size: 63.375
14:54:01: * Vertex texture fetch: yes
14:54:01: - Max vertex textures: 4
14:54:01: - Vertex textures shared: yes
14:54:01: Registering ResourceManager for type Texture
14:54:01: ResourceBackgroundQueue - threading disabled
14:54:01: Particle Renderer Type 'billboard' registered
14:54:01: Creating viewport on target 'NxOgre: NxTutorial 104 - Convex Shapes and Anistropic Friction', rendering from camera 'MainCamera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
14:54:01: Viewport for camera 'MainCamera', actual dimensions L: 0 T: 0 W: 1024 H: 766
14:54:01: Parsing scripts for resource group Autodetect
14:54:01: Finished parsing scripts for resource group Autodetect
14:54:01: Parsing scripts for resource group Bootstrap
14:54:01: Parsing script Ogre.fontdef
14:54:01: Finished parsing scripts for resource group Bootstrap
14:54:01: Parsing scripts for resource group General
14:54:01: Parsing script nx.floor.material
14:54:01: Parsing script arrows.material
14:54:01: Parsing script nx.shapes.material
14:54:01: Parsing script nx.stairs.material
14:54:01: Parsing script 312.material
14:54:01: Parsing script 313.material
14:54:01: Parsing script chair.material
14:54:01: Parsing script set.material
14:54:01: Parsing script instructions.material
14:54:01: Parsing script nx.bodyguide.material
14:54:01: Parsing script int.material
14:54:01: Parsing script nx.interior1.material
14:54:01: Finished parsing scripts for resource group General
14:54:01: Parsing scripts for resource group Internal
14:54:01: Finished parsing scripts for resource group Internal
14:54:01: Mesh: Loading nx.floor.mesh.
14:54:01: WARNING: nx.floor.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
14:54:01: Texture: nx.floor.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
14:54:01: Texture: nx.floor.lm.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
14:54:01: Mesh: Loading nx.body.axis.mesh.
14:54:01: WARNING: nx.body.axis.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
14:54:01: Texture: arrow1.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
14:54:01: *** Initializing OIS ***
14:54:01: Texture: arrow.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
14:54:01: WARNING: Mesh instance 'NxOgre.ErrorCube' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
14:54:02: Mesh: Loading nx.convex1.mesh.
14:54:02: WARNING: nx.convex1.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
14:54:02: Mesh: Loading nx.bodyguide.mesh.
14:54:02: WARNING: nx.bodyguide.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
14:54:02: Texture: bodyguide1m.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
14:54:02: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 1 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.


Hope this will help you a bit...

betajaen

15-10-2006 14:25:32

Okay, that seems fine. I have an idea:

In tutorial_simples.h there is a line about fog half way down. Comment it out and see what happens.

ColeZero

15-10-2006 15:26:48

hmm, i changed this line in tutorialsimples.h


//mSceneMgr->setFog(FOG_LINEAR, ColourValue::Black, 0.0005f, 4000,4500);


As this was the only line with fog, but there is no difference at all.

Tutorial101 is still black..

Ridhan

15-10-2006 16:08:47

I don't know if this might help, but when you put de dll's on the tutorial folder, there are some files that ask for overwriting. In those cases I always kept the ones coming from the PhysX folder, because they seemed more up-to-date.

I can get to work any tutorial that doesn't say TODO or BUGGY, 'cos I haven't tried really...
As I posted earlier, I'm using Dagon 1.2.3 and PhysX 2.5.1 (not 1.5 :oops: ).

Personally, i've got this problem with the 606 tutorial. The character falls through the ground inmediatly, sometimes a cube join him and i lost any movility.



NxOgre.physics

11:52:30.001295 Deleting 'Main.floor'.
11:52:30.001295 Deleting 'characterBase'.
11:52:30.001295 Deleting 'stairs.1'.
11:52:31.001295 Deleting 'fds0'.
11:52:31.001295 Deleting 'fds1'.
11:52:31.001295 Deleting 'fds2'.
11:52:31.001295 Deleting 'fds3'.
11:52:31.001295 Deleted Materials
11:52:31.001295 Deleted Material aliases.
11:52:31.001295 Released Scene.
11:52:31.001295 Calculated physics for 14.1661 seconds.
11:52:31.001295 Goodbye.


Ogre.log


11:52:31: *-*-* OGRE Shutdown
11:52:31: *-*-* OGRE Shutdown
11:52:31: Unregistering ResourceManager for type Compositor
11:52:31: Unregistering ResourceManager for type Font
11:52:31: Unregistering ResourceManager for type Skeleton
11:52:31: Unregistering ResourceManager for type Mesh
11:52:31: Unregistering ResourceManager for type HighLevelGpuProgram
11:52:31: Unloading library .\Plugin_ParticleFX
11:52:31: *** Stopping Win32GL Subsystem ***
11:52:31: Unloading library .\RenderSystem_GL
11:52:31: Render Target '606 - Character Controller in the Evil Doings Underground Complex' Average FPS: 84.739 Best FPS: 125.992 Worst FPS: 35.8923
11:52:31: D3D9 : Shutting down cleanly.
11:52:31: Unregistering ResourceManager for type Texture
11:52:31: Unregistering ResourceManager for type GpuProgram
11:52:31: D3D9 : Direct3D9 Rendering Subsystem destroyed.
11:52:31: Unloading library .\RenderSystem_Direct3D9
11:52:31: Unregistering ResourceManager for type Material
11:52:31: Unloading library OgrePlatform.dll


can't really say if there's anything going wrong or not, i'm pretty newbie in nxogre and phyx yet...

I'm sorry for the misspellings, spanish is my thing really :oops:

betajaen

15-10-2006 16:10:57

I know about the 606 falling character problem.

It seems to me that the black screen error is just weird, I cannot see anywhere in the tutorial code that would cause this. Apart from the camera being somewhere in the middle of nowhere.

Tell me, if you press F2 what happens?

ColeZero

15-10-2006 16:22:48

If i press F2 i get the debug information, FPS, Triangles and so on.
i'll make a screen.

here:
http://img273.imageshack.us/img273/6576/weirdzy2.jpg

This is really weird, it seems that this depends on Eihort, because the people, who are using Dagon, have no errors..most of them at least.

betajaen

15-10-2006 16:40:51

That is odd, for two reasons

- I am using Eihort again, and it's fine with me
- There are no world bounds lines.

Just checking if there is some memory issue, null pointer or something. Try adding this line into tutorial 103.


checkOtherKeys(_time);
pickerFrame();

// Add this between these two bits of code.
if (isKeyDown(OPTION_3)) {
mCamera->setPosition(0,0,0);
}

if (targetBody == 0)
return;


Compile, and run. Press 3 on the keyboard and see what happens.

ColeZero

15-10-2006 16:54:38

Nothing happened, okay the cam should move, but i can't see anything^^. Still the same.
The Objects are there and i think the camera position is also okay.
As you can see on my screen. But why the hell is everything black.
The Sandbox tutorial is fine. i don't know why..

betajaen

15-10-2006 17:00:26

Thing is; Sandbox uses it's own tutorial_simples.h

Do all of the tutorials have this?

[Edit]

For the sake of everyones sanity, I'm updating my version of Eihort. I'll see if I get the black screen of death.

ColeZero

15-10-2006 17:05:32

Yeah i think so, i havn't tested all of them, but i randomly started a few, all are black, some of them have a mouse-cursor, some are only black..^^
Are there big differences between the sandbox tutorial_simples.h and the regulary tutorial_simples.h? Maybe i can convert the sandbox tutorialsimples for the tutorials.

EDIT: Mmm now, we need to figure out what they changed in the new version, or whats the difference between them.

betajaen

15-10-2006 18:59:43

Okay, I've compiled the new Eihort and NxOgre; It works fine.......

[Edit]

Scratch that, I did a FULL compile, and I'm getting a black screen now. Even though I have modified the tutorial code quite a bit.

Interesting, is this an NxOgre bug, Tutorial bug or an Ogre bug?

[Edit Edit]

Hmm. It's a Tutorial or Ogre bug.

ColeZero

15-10-2006 19:07:42

Interesting, is this an NxOgre bug, Tutorial bug or an Ogre bug?

Maybe a bit of all of them...^^

No..i wager it must be something 'wrong' with the tutorial_simples.h.
Just because, the sandbox is working fine, no blacks screen.

betajaen

15-10-2006 19:11:41

I'm getting a black screen with sandbox too.

ColeZero

15-10-2006 19:14:08

This is getting weirder and weirder...
The sandbox is an empty scene, isn't it?
So only a floor and arrows and a mouse-cursor.

betajaen

15-10-2006 19:17:08

Yep.

And what is weirder is that I move the camera to 10,10,10 just before startRendering.

This is what I get when I tell it to report the position:

Vector3(1.92147e+036, 1.92156e+036, 1.92147e+036)

Even moving it to 0,0,0 afterwards has no results.

[Edit]

I have found the problem (it's the position of the camera. Setting back to 0,0,0 once the frames have started works), but not the cause.

Yep. The Camera->setPosition is the problem. I expect it's an Ogre bug.

ColeZero

15-10-2006 19:30:23

strange, so lets combine all the facts:
  1. We know, the newer the ogre version is, the worser nxOgre-Tutorials work
    And we don't know why.[/list:u]

    This is really weird..Why do i have no problems with sandbox, but with the ordinary tutorials. And why do you have problems with all of them?

    EDIT: Great, now you know where the problem is, but why do i have no problems with sandbox...

betajaen

15-10-2006 19:34:26

Okay, fixed it. Well sort off. It's a nasty hack but works. It should make every tutorial except for sandbox and 101 to work properly again.

In mousePicker.h
There's almost two indetical classes in there, the fix should be applied to both of them.

Add to the variable list at the top:


bool f;


Then go to the pickerFrame() method and insert this at the top:

if (!f) {
__cam->setPosition(10,10,10);
__cam->lookAt(0,0,0);
f = true;
}



Like I said it's a nasty hack but it works. I shall be updating the RC1 link again within a day or two with this hack in. I would update it now, but I've been changing the tutorial code quite a bit and would be quite silly to do so. Since the configuration is hard coded to my system and there are now boot screens ;)

ColeZero

15-10-2006 19:47:02

Nice try, but still not working..still black in Tutorial 102, for example.
I've added your little hack to both classes(MousePicker and MousePickKinematic, or something like that).

The weird thing is: i enabled the debug-information(F2), now i can see "mySphere", if i press both mouse-buttons and move the mouse i can see that the camera is moving, because the debug-text moves..

EDIT: i also tried out some GFX-options like Vsync, with no result.

betajaen

15-10-2006 19:55:12

Darn it. It works perfectly for me.

Can you show me a picture of the debug information? With moving the sphere around,etc.?

wspnut

15-10-2006 19:58:46

OK... jesus

So I went to the website and downloaded the Dagon source, built it with the latest DX sdk and all that. It compiled all the DLLs fine.

I grabbed all the dependency DLLs from the dependency's Samples directory.

I put in all of the PhysX DLLs I needed.

I compiled NxOgre completely fine, no errors whatsoever.


...


And when I try to run the EXE files again, the tutorials crash just the same as they did with the OGRE SDK.

I still get an OGRE log that ends with this line:


14:53:58: WARNING: Mesh instance 'NxOgre.ErrorCube' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.


I can't tell what I'm doing wrong to get all of these crashes nobody else seems to be experiencing... The code all compiles fine, it simply won't execute.

::frustrated::

betajaen

15-10-2006 20:02:51

Oh this is just annoying me now. Two completely silly errors which both should not happen and both I can't replicate.

ColeZero

15-10-2006 20:10:00

Here are 3 screens with debug-information

Pic1:


Pic2:


Pic3:


As you can see, if i press both mousebtn. the text moves as i move the mouse.

wspnut

15-10-2006 20:10:03

I'm going to post my exact steps I took when compiling everything. Someone tell me if I'm doing something wrong:

1. Download everything:
  1. OGRE Source Stable Dagon 1.2.3 for VC8[/*:m]
  2. OGRE Dependency Files for 1.2.x on VC8[/*:m]
  3. DX9 SDK[/*:m]
  4. PhysX 2.5.1 SDK[/*:m]
  5. NxOgre (latest)[/*:m][/list:u]

    2. Install the DX9 SDK (hurray, easy step)

    3. Set the 3 necissary environment variables

    4. Opened OGRE source, added include and library directories to the recently installed DX9 SDK directories for the two projects (win32 platform and the dx rendering engine) that require directx.

    5. Compiled OGRE as Release... worked fine.

    6. Compiled NxOgre as Release... worked fine.

    7. Copied all DLLs created from OGRE and PhysX to the NxOgre/Tutorials folder. When PhysX and OGRE shared a dll... I chose the (larger) versions from OGRE.

    8. Attempted to run tutorial*.exe files. Got into the configuration screen, but once the rendering window opened up, it crashes with no helpful errors.


    ...hurray...

    I'm going to try repeating my steps (listed above) from a fresh copy, to make sure I didn't screw anything weird up again or leave any steps out.

betajaen

15-10-2006 20:12:26

@ColeZero

The Camera is really far away, you can tell since the sphere and the ground text are always at the same position. See if you can force the camera to be at 10,10,10 by setting it in the newFrame function.

@wspnut

I always copy the Ogre DLL's from the samples/bin/release directory. Try that.

ColeZero

15-10-2006 20:12:45

@wspnut:

Are the Ogre Demos working? Not the nxOgre ones, i mean the ordinary demos, coming with ogre.

@betajean:

HUUURRAAAYY now it works, thx betajean, big thx.

wspnut

15-10-2006 20:15:20

@betajen

The samples/bin/release directory that is included with the dependancies? If so, that's where I grabbed them.


@colezero

The OGRE examples are working perfectly. =/

betajaen

15-10-2006 20:15:21

Ack! ColeZero

I just remembered. In the mousePicker's constructor's.

Add this:

f = false

wspnut

Alright try this:

Before you do any copying delete all of the DLL's in tutorials/

Copy all of the DLL's in: \ogrenew\Samples\Common\bin\Release to tutorials/
Copy all of the DLL's in \PhysX\Bin\win32\ - Just the Nx*.dll's and PhysXLoader.dll to \tutorials\

Copy /nxogre/nxogre/lib/release/nxogre.dll to tutorials/
I have a gut feeling that you forgot to copy the PhysX dll's over.

ColeZero

15-10-2006 20:19:23

@Betajean:

OMG, i should have noticed this. That f is not set false...
But now i forced the camera to be at 10,10,10 in the newFrame..

betajaen

15-10-2006 20:20:50

Setting it to false should give it the same effect as 10,10,10 in every frame. I'm guessing that it works now?

wspnut

15-10-2006 20:21:48

@betajen

I'm redownloading everything at the moment. Literally starting from scratch.

But I know for a fact I was copying those 4 DLLs over. I had forgot at one time and the system yelled at me that it was missing the DLL before the app even started.

=/

The only thing I can think of is that one of the DLLs was either corrupted or changed (probably by my lack of sleep or just being stupid =D), but kept the same naming structure so it did not flag an immediate panic.

So hopefully the first rule of microsoft will apply: When all fails (and it will), reinstall

betajaen

15-10-2006 20:26:36

Unfortunately for you re-installing doesn't seem to be working very well.

I wouldn't download everything again. I'd uninstall and delete all of Ogre, DirectX, NxOgre and PhysX though.

Install them in the order of DirectX, Ogre, PhysX and NxOgre.

Also instead of adding the DirectX header information directly into the Ogre projects, there is an easier and more common way; Tools, Options, VC++ Directories. That way it'll effect every project. (Details of this are in the Wiki).

ColeZero

15-10-2006 20:26:43

@betajean, jep i works now, nearly perfectly, big thx..

@wspnut:
I know this is maybe a little work, but you can create an example app, with the OgreWizardm, for example, add nxOgre to the App, write your own little test, and test it, for example, a cube on a floor..

wspnut

15-10-2006 21:03:06

OK, here's the exact, specific steps as I go. I'll edit the post as I move on...


1. Kept the DX SDK installed, went ahead an uninstalled PhysX, NxOgre and Ogre

2. Downloaded and unzipped OGRE Dagon 1.2.3 source for windows

3. Downloaded and unzipped OGRE VC8 Dependencies for 1.2.3 into the ogrenew directory

4. Ran the PhysX unzip utility into a new folder

5. Unzipped the latest NxOgre into a new folder

6. Set the three environment variables to their appropriate folders (as shown in the topic of this post)

7. Opened the Ogre_VC8.sln file in ogrenew and set the VC++ Directories to include the directx sdk for includes and libraries.

8. Compiled the OGRE code as a Release. 44 Successfully compiled, no errors (lots of warnings though).

9. NxOgre Release build fine... no errors or warnings

10. Copied all of the DLL's in \ogrenew\Samples\Common\bin\Release to /tutorials/

11. Copied Nx*.dll and PhysXLoader.dll in \PhysX\Bin\win32\ to \tutorials\

12. Copied /nxogre/nxogre/lib/release/nxogre.dll to /tutorials/ (one was already there, I overwrote it)

---

Hey, that worked =D

NO idea what's different. But hey, there's a todo guide if anyone else feels noobish like me...

Time to play with it some more.

betajaen

15-10-2006 21:42:03

*Does the happy dance*

I can sleep safely tonight.

Wretched_Wyx

17-10-2006 23:51:09

Just compiled with Ogre 1.2.2/PhysX 2.4.4 and it worked just fine. So nice to be back with NxOgre! And very impressive new look and features. Keep it up.

Ridhan

18-10-2006 17:42:05

I'm having problems loading .materials in the scene. I'd tested them in Ogre without NxOgre and they work fine, but in NxOgre, my mesh looks completely black.

material Terreno
{
technique
{
pass
{
texture_unit
{
texture Base.jpg
scale 0.05 0.05
}
}
pass
{
texture_unit
{
texture detalle.jpg
colour_op_ex modulate src_current src_texture
scale 0.05 0.05
}
}
pass
{
scene_blend alpha_blend
texture_unit
{
texture .\tierra.png
scale 0.05 0.05
}
texture_unit
{
//alpha mask
colour_op_ex blend_diffuse_alpha src_current src_texture
texture .\alfatierra_alpha.png 2d unlimited alpha
tex_address_mode clamp
}

}
pass

{
scene_blend alpha_blend
texture_unit
{
texture .\piedra.jpg
scale 0.05 0.05
}
texture_unit
{
//alpha mask
colour_op_ex blend_diffuse_alpha src_current src_texture
texture .\alfapiedra_alpha.png 2d unlimited alpha
tex_address_mode clamp
}
}
pass
{
scene_blend alpha_blend
texture_unit
{
texture .\barro.jpg
scale 0.05 0.05
}
texture_unit
{
//alpha mask
colour_op_ex blend_diffuse_alpha src_current src_texture
texture .\alfabarro_alpha.png 2d unlimited alpha
tex_address_mode clamp
}

}

}

}


i've been commenting some parts of the material looking for errors and i found that the only working texture is the first one. Starting from that, the mesh goes black.

betajaen

18-10-2006 17:43:13

Alright.

I've decided there will be a SECOND RC1, I'm hoping it'll come out next week or so, with hopefully an end to the black screen of death thing.

For this I'm looking for beta testers with various configurations. If you feel you qualify PM me.

ColeZero

18-10-2006 19:28:20

Maybe you should post, which qualification a beta-tester should have..^^

betajaen

18-10-2006 20:15:06

Well people like you; Over 20 posts, and have used NxOgre outside the tutorials.

So you wanna join Betajaen's Army?

ColeZero

18-10-2006 20:35:50

Well then, iam in, commander, sir. Waiting for Orders...^^

wspnut

18-10-2006 20:40:59

I'll always be here to bug you about little things :D

Not experienced enough with ogre or nx really yet to consider myself able to push the engine to the limit though :P I'll always be here to throw in my $0.02 tho

betajaen

18-10-2006 20:51:43

Alright ColeZero your in.

Wspnut, I was hoping you'd join as well. As I need a Dagon user. :wink:

Wretched_Wyx

19-10-2006 10:39:37

Reporting for duty.

betajaen

19-10-2006 10:57:52

Reporting for duty.

I put you down on my list before I asked.

ali

20-10-2006 06:47:03

Hi everyone,

I am completely new to Ogre and nx, just downloaded and built all that stuff yesterday. I am working with OGRE Dagon 1.2.3 and Phyx 2.5.1 and the latest .4 NxOgre and I am happy to say that all the non-buggy tutorials are working fine.

Many thanks to betajaen and the rest of the nxOgre team.

ngd3v

25-10-2006 11:20:54

Hi
I use VS 2005 Pro,OGRE 1.2.3,Physx 2.5.1 and nxgre 0.4 RC1 and old Directx sdk(june 2005)-because I can't download new one(size=500 MB).Every things compile without any erroes and I can run OGRE samples but after I run one of nxOgre tutorials with directx,they exit automatically.Of course they run with openGL.

log file:

...

11:23:51: WARNING: Mesh instance 'NxOgre.ErrorCube' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
11:23:52: Mesh: Loading sphere.50cm.mesh.
11:23:52: Mesh: Loading cube.1m.mesh.
11:23:52: Mesh: Loading nx.bodyguide.mesh.
11:23:52: Texture: bodyguide1m.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
11:23:52: Texture: spot_shadow_fade.png: Loading 1 faces(PF_B8G8R8,128x128x1) with 1 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
11:23:52: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: -2005530516
Function: D3D9RenderSystem::_render
Description: Failed to DrawPrimitive : Invalid call.
File: ..\src\OgreD3D9RenderSystem.cpp
Line: 2500
Stack unwinding: <<beginning of stack>>

In log file you see a texture, named "spot_shadow_fade.png" but this texture isn't in media folder.

I don't know what's problem(missed texture,old Directx,old graphic card or ...);
I run tutorials on my friend computer with 7300 Geforce but they crashed.
Please help me.
Thanks in advance.

betajaen

25-10-2006 12:20:41

That would be an Ogre or most probably a DirectX error, the shadow is generated on the fly. I recommend you update, but as you said it's quite big - perhaps asking Microsoft to send it to you on CD?

Does the Ogre Shadow demo work at all with you?

ColeZero

25-10-2006 13:44:14

May you give us some information about yor pc.
Which graphicscard, which directX, and so on..

But as betajean sad, you try out alll the ogre-demos, especially the shadows-demo...

Maybe you could use the OGRE SDK instead of the source, to exclude a build-error...

ngd3v

25-10-2006 19:44:06

I try that on my nostalgic PC(I bought it 5 years ago and I have not changed anything of it)

My PC:
ALL-IN-WONDER Rage 128 Pro 32 MB Graphics Card
AMD Athlon 900
256 MB SD-RAM
Directx 9.0c

I run OGRE shadow demo and stencil mode has problem but texture mode works well.
Can I use OGRE SDK?I think I saw that we can use only source.

I will try that on other PC with Geforce 4000mx 128 MB and send result.

ColeZero

25-10-2006 22:58:51

I run OGRE shadow demo and stencil mode has problem

What kind of problems? Crashes or erros?

Can I use OGRE SDK?I think I saw that we can use only source.
Of course you can use the sdk, i also using the sdk, ok, i've made my own sdk with the current eihort version, but nxOgre also works fine with the stable 1.23 sdk. And as i remember back you don't even have to change the project-settings, if you are going to use the sdk..

ngd3v

26-10-2006 11:40:38

Screenshots for stencil shadows problem(I think it is a driver problem).


Stencil Shadows(Additive) - problem.



Stencil Shadows(Modulative) - problem.I named it solid volumetric shadows!!



Texture Shadows(Additive) - work fine.





NxOgre depends on enviroment variables.If I want use OGRE SDK 1.2.3,how to change OGRE_HOME variable?

I download OGRE SDK now.

ColeZero

26-10-2006 12:20:14

Thats weird, ok.
first of all: after you installed the sdk, try out the shadows demo from the sdk...hopefully there aren't any weird error with the shadows.
So first check out the samples from the SDK...

SDK itselfs creates an env. variable called OGRE_HOME, so you don't have to worry about that..

Then try to compile nxOgre.....

btw. to change a env. variable in windows you need to right click on "My Computer" then select Properties, then select the advanced tab and there should be a button "env. variables" or something like that, click on it, and there you can change your variables..like Ogre_Home, but if you install the sdk, this isn't necassary, because the sdk creates an env. variable for you..


btw. the ATI rage is a bit old, and does it suppoert stencil-shadows?

Are these shadow-gliches only apear in DX mode or in GL-Mode, if they are only apear in DX-Mode, why not using GL? GL is better than DX..^^


EDIT:
Is it possible that your graphicscard doesn't fully support DX9?

ngd3v

27-10-2006 12:15:01

Thanks.I compile it with SDK.Demos run on Geforce 4000 MX but still have problem on Rage 128.


Other problem : I copy nxOgre folder with all files(OGRE DLLs,PhysX DDLs and other) to other computer and install SystemSoftware.exe and PhysX SDK and try to run demos but I get this error :
"This application has failed to start because the application configuration is incorrect.Reinstalling the application may fix this problem."

What's that?

Of course PhysX SDK demos run fine.

ColeZero

28-10-2006 17:05:52

Other problem : I copy nxOgre folder with all files(OGRE DLLs,PhysX DDLs and other) to other computer and install SystemSoftware.exe and PhysX SDK and try to run demos but I get this error :
"This application has failed to start because the application configuration is incorrect.Reinstalling the application may fix this problem."


Hmmm thats weird, but it sounds like some missing dll's or registrys.
Try to recompile on your new computer..
Its not easy to give you a solution with the information you provide..
Can you give us some more information, about that error.
But first recompile everything on the other computer, btw. are the regulary ogre-sample running on that machine?


but still have problem on Rage 128.
As i said iam not sure about that the Rage 128 supports stencil shadows.

ngd3v

30-10-2006 18:28:27

My goal is that compile program on one computer and run it on others without install VS,OGRE and nxOgre and without recompile them everytime.
Please say me what's wrong? I do these stages:

Compile nxOgre and test demos.They run fine.
Copy msvcm80.dll,msvcp80.dll and msvcr80.dll to tutorials directory.
Copy tutorials directory to an other computer.
Install PhysX_20060928_SystemSoftware.
Test demos now.I get this error:"This application has failed to start because the application configuration is incorrect.Reinstalling the application may fix this problem."

betajaen

30-10-2006 18:29:48

I believe that has to do with Visual Studio VC dll's. There is a thread or two on the main forums about this. In short I think you have to make some sort of installer.

ngd3v

14-11-2006 19:49:56

We need 4 files to run tutorials on other computer:
msvcm80.dll, msvcp80.dll ,msvcr80.dll and Microsoft.VC80.CRT.manifest

I copied Microsoft.VC80.CRT.manifest to tutorial directory and now they run fine;

This info may be useful for others.