MOGRE +WPF

Tushar

11-01-2010 05:36:42

Hi friends
Good Morning
I just Download engine.
I Want folloing from this engine...........

firstly, I want this MOGRE engine hosting on my WPF application(window). Is it possible ?

then I want Take Object(man) in my WPF window using MOGRE API. We are giving only Two co-ordinate(source and destination co-ordinate)
The Object is moving source Co-ordinate to destination Co-ordinate Gradually(that mean Object is moving step by step like man is moving from house A to House B step by step, not man directly jump form source to destination.(Like we are playing in many Game))

Is it possible above application using MOGRE.?

Please Help me......
Give good linkand Blogs.(With source code)

Have nice day...

Advance thanks

Tushar

11-01-2010 06:41:50

Hi friends
Good Morning

I tried out Below Code Project
http://www.codeproject.com/KB/WPF/OgreInTheWpf.aspx

In above code project MOGRE hosting on WPF window
But Get some expection below mension.....

An unhandled exception of type 'System.Runtime.InteropServices.SEHException' occurred in Mogre.dll
Additional information: External component has thrown an exception.


please help me..........
Have nice time
Advance Thanks

Beauty

11-01-2010 12:19:34

Tushar, please don't post your questions to a random thread. For new themes, create a new thread.
I moved your first post to your second thread now :wink:

Related to your exception - did you install all Mogre depencies?
http://www.ogre3d.org/wiki/index.php/Mo ... pendencies

Did you install the current MogreSDK or which binary files did you use?
Maybe first you try out a "normal" Mogre application.
So install the newest MogreSDK and run a sample.
When it's running then you can be shure, that you have all needed depencies.

The newest MogreSDK you find here:
viewtopic.php?f=8&t=11241&start=0

Tushar

11-01-2010 13:10:17

Hi friend

I actually i follow installation of Mogre from below link

http://www.ogre3d.org/wiki/index.php/Mo ... Tutorial_0

Is ok for me?
please give me Response

Have Nice Time........
Thnaks

Tushar

12-01-2010 05:46:14

Hi friend
Good Morning

I follow your suggestion for installtion (mogre) mension in below link.

viewtopic.php?f=8&t=11241&start=0

I also set Path Variable in control panal.
I also set path on all *.cgf file.

I try to debug MorgeSamples that are in C:\MoggeSDK
still I Get Exception

Assertion Failed!
Programm:...
File:c:\devel\gamedevel\morge1.6\morge\o...\ogreroot.cpp
Line:103
Expression:ms_Singleton


Advance Thanks
So please Help me.......

Beauty

12-01-2010 12:23:45

Related to the file MogreFramework.dll, please look here:
(And wait until somebody give us the download link of the current version.)
viewtopic.php?f=8&t=11918

smiley80

12-01-2010 14:13:23

The failed assertation is most likely because of a release/debug dll mismatch.

Check your plugins.cfg, whether you use the correct configurations.
If you use the debug version of Mogre ('Mogre_d.dll'), you'll also have to use the debug versions of the plugins ('*_d.dll').
And vice versa, if you use the release version ('Mogre.dll'), you'll have to use the release version of the plugins.

Tushar

13-01-2010 05:57:46

Hi friends

I use the MorgeSamples that are in C:\MorgeSDK\...

when I Debug the Demo.MorgeForm I will get below Exception.

Assertion Failed!
Programm:...
File:c:\devel\gamedevel\morge1.6\morge\o...\ogreroot.cpp
Line:103
Expression:ms_Singleton


Above exception is getting all the Application that are in MorgeSample.

In that MorgeSamples i Used the Release Version of Morge(Morge.dll)

My resources.cfg as following

# Resource locations to be added to the 'boostrap' path
# This also contains the minimum you need to use the Ogre example framework
[Bootstrap]
Zip=C:/MogreSDK/bin/Release/Media/packs/OgreCore.zip

# Resource locations to be added to the default path
[General]
FileSystem=C:/MogreSDK/bin/Release/Media
FileSystem=C:/MogreSDK/bin/Release/Media/fonts
FileSystem=C:/MogreSDK/bin/Release/Media/materials/programs
FileSystem=C:/MogreSDK/bin/Release/Media/materials/scripts
FileSystem=C:/MogreSDK/bin/Release/Media/materials/textures
FileSystem=C:/MogreSDK/bin/Release/Media/models
FileSystem=C:/MogreSDK/bin/Release/Media/overlays
FileSystem=C:/MogreSDK/bin/Release/Media/particle
FileSystem=C:/MogreSDK/bin/Release/Media/gui
FileSystem=C:/MogreSDK/bin/Release/Media/DeferredShadingMedia
Zip=C:/MogreSDK/bin/Release/Media/packs/cubemap.zip
Zip=C:/MogreSDK/bin/Release/Media/packs/cubemapsJS.zip
Zip=C:/MogreSDK/bin/Release/Media/packs/dragon.zip
Zip=C:/MogreSDK/bin/Release/Media/packs/fresneldemo.zip
Zip=C:/MogreSDK/bin/Release/Media/packs/ogretestmap.zip
Zip=C:/MogreSDK/bin/Release/Media/packs/skybox.zip



My plugins.cfg as follow

# Defines plugins to load

# Define plugin folder
PluginFolder= C:/MogreSDK/bin/Release/

# Define plugins
Plugin=RenderSystem_Direct3D9
Plugin=RenderSystem_GL
Plugin=Plugin_ParticleFX
Plugin=Plugin_BSPSceneManager
Plugin=Plugin_OctreeSceneManager
Plugin=Plugin_CgProgramManager


My quake3settings.cfg as follow

Pak0Location: C:/MogreSDK/bin/Release/Media/packs/chiropteraDM.pk3
Map: maps/chiropteradm.bsp


I all ready set the Path in control panel.

Is it ok foe me to debug the Morgesample ?
If i make Mistak let me know

Please tell me
Have Nice Time
Advance thanks

Beauty

13-01-2010 12:39:52

The paths of the files resources.cfg and quake3settings.cfg seems to be wrong.
Change C:/MogreSDK/bin/Release/Media/
to C:/MogreSDK/Media/.

I hope this solves your problems.
When you again have a crash, you can also look/post the ogre.log file.
Often there are are useful information (in the last lines).
And of course you can debug the samples.

Since October we build up a new SDK for Mogre from the scratch (see this thread).
It should make more easy the life, especially for newcomers.
There still can be problems. So we are welcome for bug reports and improvement ideas :wink:

Beauty

13-01-2010 13:09:14

For further discussion related to the SDK samples please use the other thread, which contains the same problem.

Continue in this thread for your WPF questions (which are not related to the SDK samples).

This is better for the overview, especially when somebody looks for a similar problem in the future :wink: