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SkyX 0.1 Wrapper for Mogre

Discussion regarding the Managed .Net Wrapper for Ogre, MOGRE (http://sourceforge.net/projects/mogre)

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Re: SkyX 0.1 Wrapper for Mogre

Postby codo » Mon Jan 09, 2012 3:50 pm

@beauty It's good to be here again :) I'm gonna pimp my game up a bit...
@boyamer This is great. Can't wait to use it.
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Re: SkyX 0.1 Wrapper for Mogre

Postby codo » Sun Mar 25, 2012 11:33 am

Any news on SkyX 0.2 wrapper anyone?
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Re: SkyX 0.1 Wrapper for Mogre

Postby Beauty » Sun Mar 25, 2012 2:54 pm

Hi codo,

in the meantime we had good proceedings with the MogreBuilder tool.
Now it's very easy to do the whole wrapping and compiling process of Mogre.

Zarifus published his development experiences in his blog. (Part1, part2, part3, part4)

You can download it here:
https://bitbucket.org/mogre/mogrebuilder

The development talk is here:
viewtopic.php?f=8&t=29272

In relation to SkyX could be these advantages:
  • When you use the MogreBuilder, you have the lastest Mogre 1.7 version
  • You also have all files, which you need to compile an add-on (Ogre sources, autogenerated Mogre source files, debug files and libraries)
  • Theoretically its possible to extend the MogreBuilder to wrap an external add-on (e.g. SkyX)
    Side note: The mogre autowrapper was extended to wrap the Ogre terrain and paging component, too. (With exception of a few API methods, which caused problems.)
If you want to read details about the autowrapping process, then look here. (Links to documentation of user Manski.)
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Re: SkyX 0.1 Wrapper for Mogre

Postby vinterdo » Wed Apr 18, 2012 1:40 pm

Hi guys

I want to add SkyX to my VS 2008 c# project, but i have following exception:

Code: Select all
14:27:49: OGRE EXCEPTION(4:ItemIdentityException): An object of type 'Entity' with name 'SkyXMeshEnt' already exists. in SceneManager::createMovableObject at ..\..\ogre\OgreMain\src\OgreSceneManager.cpp (line 6484)



There is full log:

Code: Select all
14:27:44: Creating resource group General
14:27:44: Creating resource group Internal
14:27:44: Creating resource group Autodetect
14:27:44: SceneManagerFactory for type 'DefaultSceneManager' registered.
14:27:44: Registering ResourceManager for type Material
14:27:44: Registering ResourceManager for type Mesh
14:27:44: Registering ResourceManager for type Skeleton
14:27:44: MovableObjectFactory for type 'ParticleSystem' registered.
14:27:44: OverlayElementFactory for type Panel registered.
14:27:44: OverlayElementFactory for type BorderPanel registered.
14:27:44: OverlayElementFactory for type TextArea registered.
14:27:44: Registering ResourceManager for type Font
14:27:44: ArchiveFactory for archive type FileSystem registered.
14:27:44: ArchiveFactory for archive type Zip registered.
14:27:44: DDS codec registering
14:27:44: FreeImage version: 3.13.1
14:27:44: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
14:27:44: 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,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
14:27:44: PVRTC codec registering
14:27:44: Registering ResourceManager for type HighLevelGpuProgram
14:27:44: Registering ResourceManager for type Compositor
14:27:44: MovableObjectFactory for type 'Entity' registered.
14:27:44: MovableObjectFactory for type 'Light' registered.
14:27:44: MovableObjectFactory for type 'BillboardSet' registered.
14:27:44: MovableObjectFactory for type 'ManualObject' registered.
14:27:44: MovableObjectFactory for type 'BillboardChain' registered.
14:27:44: MovableObjectFactory for type 'RibbonTrail' registered.
14:27:44: Loading library .\RenderSystem_Direct3D9
14:27:44: Installing plugin: D3D9 RenderSystem
14:27:44: D3D9 : Direct3D9 Rendering Subsystem created.
14:27:44: D3D9: Driver Detection Starts
14:27:44: D3D9: Driver Detection Ends
14:27:44: Plugin successfully installed
14:27:44: Loading library .\RenderSystem_GL
14:27:44: Installing plugin: GL RenderSystem
14:27:44: OpenGL Rendering Subsystem created.
14:27:44: Plugin successfully installed
14:27:44: Loading library .\Plugin_OctreeSceneManager
14:27:44: Installing plugin: Octree & Terrain Scene Manager
14:27:44: Plugin successfully installed
14:27:44: Loading library .\Plugin_CgProgramManager
14:27:44: Installing plugin: Cg Program Manager
14:27:44: Plugin successfully installed
14:27:44: *-*-* OGRE Initialising
14:27:44: *-*-* Version 1.7.1 (Cthugha)
14:27:45: Added resource location 'Media' of type 'FileSystem' to resource group 'General'
14:27:45: Added resource location 'Media/Hydrax' of type 'FileSystem' to resource group 'General'
14:27:45: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
14:27:45: D3D9 : RenderSystem Option: FSAA = 0
14:27:45: D3D9 : RenderSystem Option: Floating-point mode = Fastest
14:27:45: D3D9 : RenderSystem Option: Full Screen = No
14:27:45: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-AMD Radeon HD 6900 Series
14:27:45: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
14:27:45: D3D9 : RenderSystem Option: VSync = No
14:27:45: D3D9 : RenderSystem Option: VSync Interval = 1
14:27:45: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
14:27:45: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
14:27:45: CPU Identifier & Features
14:27:45: -------------------------
14:27:45:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz
14:27:45:  *      SSE: yes
14:27:45:  *     SSE2: yes
14:27:45:  *     SSE3: yes
14:27:45:  *      MMX: yes
14:27:45:  *   MMXEXT: yes
14:27:45:  *    3DNOW: no
14:27:45:  * 3DNOWEXT: no
14:27:45:  *     CMOV: yes
14:27:45:  *      TSC: yes
14:27:45:  *      FPU: yes
14:27:45:  *      PRO: yes
14:27:45:  *       HT: no
14:27:45: -------------------------
14:27:45: D3D9 : Subsystem Initialising
14:27:45: Registering ResourceManager for type Texture
14:27:45: Registering ResourceManager for type GpuProgram
14:27:45: D3D9RenderSystem::_createRenderWindow "OGRE Render Window", 800x600 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1
14:27:45: D3D9 : Created D3D9 Rendering Window 'OGRE Render Window' : 800x600, 32bpp
14:27:45: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
14:27:45: D3D9: Vertex texture format supported - PF_L8
14:27:45: D3D9: Vertex texture format supported - PF_L16
14:27:45: D3D9: Vertex texture format supported - PF_A8
14:27:45: D3D9: Vertex texture format supported - PF_A4L4
14:27:45: D3D9: Vertex texture format supported - PF_BYTE_LA
14:27:45: D3D9: Vertex texture format supported - PF_R5G6B5
14:27:45: D3D9: Vertex texture format supported - PF_B5G6R5
14:27:45: D3D9: Vertex texture format supported - PF_A4R4G4B4
14:27:45: D3D9: Vertex texture format supported - PF_A1R5G5B5
14:27:45: D3D9: Vertex texture format supported - PF_A8R8G8B8
14:27:45: D3D9: Vertex texture format supported - PF_B8G8R8A8
14:27:45: D3D9: Vertex texture format supported - PF_A2R10G10B10
14:27:45: D3D9: Vertex texture format supported - PF_A2B10G10R10
14:27:45: D3D9: Vertex texture format supported - PF_DXT1
14:27:45: D3D9: Vertex texture format supported - PF_DXT2
14:27:45: D3D9: Vertex texture format supported - PF_DXT3
14:27:45: D3D9: Vertex texture format supported - PF_DXT4
14:27:45: D3D9: Vertex texture format supported - PF_DXT5
14:27:45: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
14:27:45: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
14:27:45: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
14:27:45: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
14:27:45: D3D9: Vertex texture format supported - PF_X8R8G8B8
14:27:45: D3D9: Vertex texture format supported - PF_X8B8G8R8
14:27:45: D3D9: Vertex texture format supported - PF_R8G8B8A8
14:27:45: D3D9: Vertex texture format supported - PF_DEPTH
14:27:45: D3D9: Vertex texture format supported - PF_SHORT_RGBA
14:27:45: D3D9: Vertex texture format supported - PF_FLOAT16_R
14:27:45: D3D9: Vertex texture format supported - PF_FLOAT32_R
14:27:45: D3D9: Vertex texture format supported - PF_SHORT_GR
14:27:45: D3D9: Vertex texture format supported - PF_FLOAT16_GR
14:27:45: D3D9: Vertex texture format supported - PF_FLOAT32_GR
14:27:45: D3D9: Vertex texture format supported - PF_SHORT_RGB
14:27:45: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
14:27:45: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
14:27:45: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
14:27:45: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
14:27:45: RenderSystem capabilities
14:27:45: -------------------------
14:27:45: RenderSystem Name: Direct3D9 Rendering Subsystem
14:27:45: GPU Vendor: ati
14:27:45: Device Name: Monitor-1-AMD Radeon HD 6900 Series
14:27:45: Driver Version: 8.17.10.1119
14:27:45:  * Fixed function pipeline: yes
14:27:45:  * Hardware generation of mipmaps: yes
14:27:45:  * Texture blending: yes
14:27:45:  * Anisotropic texture filtering: yes
14:27:45:  * Dot product texture operation: yes
14:27:45:  * Cube mapping: yes
14:27:45:  * Hardware stencil buffer: yes
14:27:45:    - Stencil depth: 8
14:27:45:    - Two sided stencil support: yes
14:27:45:    - Wrap stencil values: yes
14:27:45:  * Hardware vertex / index buffers: yes
14:27:45:  * Vertex programs: yes
14:27:45:  * Number of floating-point constants for vertex programs: 256
14:27:45:  * Number of integer constants for vertex programs: 16
14:27:45:  * Number of boolean constants for vertex programs: 16
14:27:45:  * Fragment programs: yes
14:27:45:  * Number of floating-point constants for fragment programs: 224
14:27:45:  * Number of integer constants for fragment programs: 16
14:27:45:  * Number of boolean constants for fragment programs: 16
14:27:45:  * Geometry programs: no
14:27:45:  * Number of floating-point constants for geometry programs: 0
14:27:45:  * Number of integer constants for geometry programs: 0
14:27:45:  * Number of boolean constants for geometry programs: 0
14:27:45:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
14:27:45:  * Texture Compression: yes
14:27:45:    - DXT: yes
14:27:45:    - VTC: no
14:27:45:    - PVRTC: no
14:27:45:  * Scissor Rectangle: yes
14:27:45:  * Hardware Occlusion Query: yes
14:27:45:  * User clip planes: yes
14:27:45:  * VET_UBYTE4 vertex element type: yes
14:27:45:  * Infinite far plane projection: yes
14:27:45:  * Hardware render-to-texture: yes
14:27:45:  * Floating point textures: yes
14:27:45:  * Non-power-of-two textures: yes
14:27:45:  * Volume textures: yes
14:27:45:  * Multiple Render Targets: 4
14:27:45:    - With different bit depths: yes
14:27:45:  * Point Sprites: yes
14:27:45:  * Extended point parameters: yes
14:27:45:  * Max Point Size: 10
14:27:45:  * Vertex texture fetch: yes
14:27:45:  * Number of world matrices: 0
14:27:45:  * Number of texture units: 8
14:27:45:  * Stencil buffer depth: 8
14:27:45:  * Number of vertex blend matrices: 0
14:27:45:    - Max vertex textures: 4
14:27:45:    - Vertex textures shared: no
14:27:45:  * Render to Vertex Buffer : no
14:27:45:  * DirectX per stage constants: yes
14:27:45: ***************************************
14:27:45: *** D3D9 : Subsystem Initialised OK ***
14:27:45: ***************************************
14:27:45: DefaultWorkQueue('Root') initialising on thread main.
14:27:45: Particle Renderer Type 'billboard' registered
14:27:45: SceneManagerFactory for type 'OctreeSceneManager' registered.
14:27:45: SceneManagerFactory for type 'TerrainSceneManager' registered.
14:27:45: Creating resource group Media
14:27:45: Added resource location 'Media' of type 'FileSystem' to resource group 'Media'
14:27:45: Creating resource group SkyX
14:27:46: Added resource location 'Media/SkyX' of type 'FileSystem' to resource group 'SkyX'
14:27:46: Parsing scripts for resource group Autodetect
14:27:46: Finished parsing scripts for resource group Autodetect
14:27:46: Parsing scripts for resource group General
14:27:46: Parsing script Level.material
14:27:46: Parsing script Man.material
14:27:46: Parsing script terrain.material
14:27:46: Parsing script Vase.material
14:27:46: Parsing script Fonts.fontdef
14:27:46: Finished parsing scripts for resource group General
14:27:46: Parsing scripts for resource group Internal
14:27:46: Finished parsing scripts for resource group Internal
14:27:46: Parsing scripts for resource group Media
14:27:46: Parsing script Level.material
14:27:46: Parsing script Man.material
14:27:46: Parsing script terrain.material
14:27:46: Parsing script Vase.material
14:27:46: Parsing script Fonts.fontdef
14:27:46: Finished parsing scripts for resource group Media
14:27:46: Parsing scripts for resource group SkyX
14:27:46: Parsing script SkyX.material
14:27:48: Parsing script Terrain.material
14:27:48: Finished parsing scripts for resource group SkyX
14:27:48: TerrainSceneManager: Registered a new PageSource for type Heightmap
14:27:49: Can't assign material _NULL_ to SubEntity of SkyXMeshEnt because this Material does not exist. Have you forgotten to define it in a .material script?
14:27:49: Texture: SkyX_Starfield.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
14:27:49: Texture: SkyX_Moon.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
14:27:49: OGRE EXCEPTION(4:ItemIdentityException): An object of type 'Entity' with name 'SkyXMeshEnt' already exists. in SceneManager::createMovableObject at ..\..\ogre\OgreMain\src\OgreSceneManager.cpp (line 6484)


Anybony know why that dont work properly? I only simple create an SkyManager and trying to run skymanager.Create()

Thanks from advance for help

EDIT:
I have the same problem with MHydraX
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Re: SkyX 0.1 Wrapper for Mogre

Postby Beauty » Wed Apr 18, 2012 10:13 pm

Hi Vinterdo,

welcome to Mogre. :D

Unfortunately I can't help much, because I never used MHydrax nor SkyX.

An interesting question would be to know which code tried to add an entity with already used name. (In Ogre/Mogre the names has to be unique.)
It's a wrapped library. So there is a good chance that it's a bug in the original C++ code.


I suggest to do this:

1)
Ask for this problem in the SkyX topic of the main forum. Perhaps it's a known issue.

2)
Try to update the code. Use the latest SkyX library version and update the wrapper if needed.
Yes, this could be a hard task.
If it's realy a bug, perhaps there is a compromise solution: Just apply a bugfix (by help of the latest code and the help of people in the main topic) and compile the SkyX library. So the API shouldn't be touched and the wrapper needs no change. (Only maybe a recompile.)

An other reason could be a wrong usage of the SkyX wrapper API. But I suppose the people in the main topic tell it, if this is the case. (Additionally you need to show your used SkyX code.)

If you don't need MHydrax and only sky simulation, an alternative would be CaelumSharp. It's not wrapped - it's a complete C# port. The sky settings you can change by a config file.

A water alternative could be OgreWater. Currently it's only available for Ogre. I looked to the code some time ago. It seems so that it's not difficult to use it for Mogre. The media files still exists and the shaders should be usable, too. At least this could be easy for the older version, which simulates water on a flat plane (2D surface).
The latest version has a 3D water surface. For this I don't know if the effort is much more higher.

This is some background information.
A direct help for your problem I can't offer. Sorry.
Help to add information to the wiki. Also tiny edits will let it grow ... :idea:
Add your country to your profile ... it's interesting to know from where of the world you are.
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Re: SkyX 0.1 Wrapper for Mogre

Postby vinterdo » Thu Apr 19, 2012 3:50 pm

Thanks for reply. Im trying to solve that problem on my own. I cant find anybody who have this problem too. Im dont create any entity with same name - probably im doing something wrong with initialization of SkyX / HydraX.
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Re: SkyX 0.1 Wrapper for Mogre

Postby Beauty » Thu Apr 19, 2012 5:07 pm

I really suggest to post this problem in the SkyX main topic!
There the SkyX developer will read it. He should know more.

If you found a solution, please let us know. (Source + solution)

vinterdo wrote:probably im doing something wrong with initialization of SkyX / HydraX

Watch out for an example code. (in forums or downloads or Hydrax repository (if exists) )
It doesn't care if it's for Ogre or Mogre. Just to see how it's done by others.
Help to add information to the wiki. Also tiny edits will let it grow ... :idea:
Add your country to your profile ... it's interesting to know from where of the world you are.
IRC chat ... Mogre: irc://freenode/#mogre ... Ogre: irc://freenode/#ogre3d
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Re: SkyX 0.1 Wrapper for Mogre

Postby vinterdo » Fri Apr 20, 2012 3:41 pm

Problem solved!

Because i was creating SkyX and HydraX instance in my water class constructor. Water class was was used in Level class which was creating 2 times - so HydraX instance was creating 2 times too. Because of this HydraX want to create 2 instances of every Entities, Cameras and Nodes. So i have right - i making something wrong :)
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