CaelumSharp 0.5a

smiley80

20-03-2009 11:39:40

I've ported Caelum to C#. So you can use it now with Mogre.

Download

Wiki article

The download includes a demo app, which starts the default configuration.

Differences between Caelum and CaelumSharp:
- getters/setters are properties (where appropriate)
- renamed enums, constants and methods to meet .NET naming conventions
- CaelumSharp's script loading doesn't support imports and variables

Basic usage:
CaelumSystem cs = new CaelumSharp.CaelumSystem(root, sceneMgr, CaelumSystem.CaelumComponent.Default);
cs.AttachViewport(this.viewport);
window.PreViewportUpdate += cs.PreViewportUpdate;
root.FrameStarted += cs.FrameStarted;


Script load example:
In your plugins.cfg, add:
Plugin=CaelumSharp
And create the CaelumSystem from a script:
CaelumSystem cs = CaelumSystem.FromScript(root, sceneMgr, "DefaultSky");


Special thanks to Beauty for the help with the script loading.

boyamer

20-03-2009 11:52:32

had you port Caelum 0.4? which is the latest version.

smiley80

20-03-2009 12:04:40

It's based on the latest revision of the svn trunk.

Chulein

20-03-2009 13:42:39

Thank you very much Smiley80!
Its good to see that people is still using Mogre and want it to grow.
I have an earlier Mogre project that will make good use of this one.

Great work!
Thanks again.


Chulein


Edit. Also a big thanks to Beauty for helping out with this one and keeping Ogre and Mogre alive with his passion for wiki adding and updating :)

raygeee

20-03-2009 21:48:11

Very nice! Thanks for sharing this!
I will definetly give it a try.

redhead

26-03-2009 20:24:32

Brilliant !!
I was about completing the my own port. But I think it wouldn't run at all. Thank you smiley80 !

Just a question. When I run demo and then quit it (Esc), it throws an Access Violation Exception, Stack Tray complains about Ogre.Root destructor. What's wrong? Actually it does it in my own project too and I really would like to get rid of it.

Thanks

smiley80

26-03-2009 21:27:15


Just a question. When I run demo and then quit it (Esc), it throws an Access Violation Exception, Stack Tray complains about Ogre.Root destructor. What's wrong? Actually it does it in my own project too and I really would like to get rid of it.

Hmm, I don't get this error.

Please check if adding this line in the demo (test.cs)
window.PreViewportUpdate -= cs.PreViewportUpdate;
before
cs.Shutdown(true);
makes any difference.


If that doesn't work, check if a specific component causes the error.
Change 'Default' in this line:
cs = new CaelumSharp.CaelumSystem(root, sceneMgr, CaelumSystem.CaelumComponent.Default);
to all other possibilities (Sun, Moon and so on).

redhead

28-03-2009 11:01:49

Before I used already compiled release (from donwload), so I tried compiling myself - the run froze my comp (2 times) after Ogre loaded up (i didnt see a scene, just black), and a minute after BSOD came up :D

So I tried something in my project - implemented Dispose() method to a class that handles Caelum system.
And I call it in DestroyScene() method of Application class, just before disposing Root itself. And it went allright - no exception

//called before destroying Root
public void Dispose()
{
mWindow.PreViewportUpdate -= mCaelum.PreViewportUpdate;
mCaelum.Shutdown(true);
}


I dont know what it caused before, but I think it was something with that Listener, because root tries to call it, but CaelumSystem is already gone?

thanks

smiley80

28-03-2009 13:00:34

Before I used already compiled release (from donwload), so I tried compiling myself - the run froze my comp (2 times) after Ogre loaded up (i didnt see a scene, just black), and a minute after BSOD came up :D

Wow. Not sure what might have caused that...

Anyway, I've uploaded a new zip file with the updated demo and a minor, unrelated fix in CaelumSystem.Shutdown (DestroySubcomponents was called twice).

redhead

28-03-2009 22:15:37

Oh and one more thing.
How can I destroy caelum system. When I do something similar to above but keep running my app, clouds are still visible.
I also tried mCaelum.Clear() and mCaelum.CloudSystem.ClearLayers() and nothing changed - it is still there.

smiley80

29-03-2009 08:13:11

Thanks for reporting. I've must have been blind when I tested that.
Please download the new 0.4b (FlatCloudLayer and PointStarfield should now be disposed correctly).

redhead

29-03-2009 10:19:40

thanks, I thought it was my fault again, didnt thought about bug :)

one more question not directly related to CealumSharp, how can I change astronomy aspects say for other planets, or sci-fi planets, where I need to change ecliptic (dont know if I used this word right; meaning some angle of sun path on sky), or day/night duration?? can I have more than one sun/moon with different textures?
thanks

smiley80

29-03-2009 12:04:38

one more question not directly related to CealumSharp, how can I change astronomy aspects say for other planets, or sci-fi planets, where I need to change ecliptic (dont know if I used this word right; meaning some angle of sun path on sky), or day/night duration?? can I have more than one sun/moon with different textures?

A lot of these things are hard-coded into the Astronomy class and are 'geocentric'.

Duration of day and night is determinated by the observer location (CaelumSystem.ObserverLatitude/CaelumSystem.ObserverLongitude) and the day (CaelumSystem.JulianDay).

As for multiple suns/moons:
http://www.ogre3d.org/forums/viewtopic. ... 65#p283565

redhead

29-03-2009 18:29:16

A lot of these things are hard-coded into the Astronomy class and are 'geocentric'.

Duration of day and night is determinated by the observer location (CaelumSystem.ObserverLatitude/CaelumSystem.ObserverLongitude) and the day (CaelumSystem.JulianDay).

As for multiple suns/moons:
http://www.ogre3d.org/forums/viewtopic. ... 65#p283565


Aha, well thanks anyway.

Beauty

29-03-2009 22:31:48

@redhead
Please don't quote if not nessesary.
The quoted text is directly above - so it's just redundancy and not so good for the overview.
It would be nice, if you think on it in the future :wink:

iNuts

26-06-2009 03:56:32

I've been using CaelumSharp port for a couple of days and its great, so I wanted to congratulate everyone envolved in it. Thanks, a great port for the Mogre folks :D

I'm still exploring its main features and then I can get further down, but everything I've tryed and used its amazing (only the depth composer seems to need a lil' more study to be used in my project :wink: )

best regards to everyone.

Beauty

26-06-2009 08:29:32

thanks - which version of Mogre did you use?

iNuts

26-06-2009 20:18:31

The current version of MOGRE that I'm using the 1.4.8 (not using the beta yet). (It works okay, do you think there's some conflicts with CaelumSharp on this release?)

I'm having a great time with CaelumSharp, I've been exploring thescripts, materials and the cg programs too, the only huge drawback its that I cuurently cannot control the camera while using a PrecipitationControler to render the rain texture to the screen (see here).

smiley80

26-06-2009 20:58:06

Thanks a lot, iNuts.
But of course cdleonard deserves the most credit.

The download version requires 1.4.8, the svn version 1.6.2.

iNuts

26-06-2009 21:43:15

Thanks a lot, iNuts.
But of course cdleonard deserves the most credit.

Then big up to cdleonard too. I'm the one that thanks :D (after all I'm using it..)


the download version requires 1.4.8, the svn version 1.6.2.

I think I've downloaded it, and not updated through the SVN. Thanks for the warning though.

smiley80

09-08-2009 13:30:48

bump for 0.5.

See the release announcement here.

boyamer

10-08-2009 08:13:02

thanks :)

Phoenix2301

13-08-2009 11:45:36

Hello,

maybe someone can help me with CaelumSharp...

i think i have missed some dependancies. I have implemented Caelumsharp as follows


_Caelum = new CaelumSharp.CaelumSystem(_Root, _SceneMgr, CaelumSystem.CaelumComponent.Default);
_Caelum.TimeScale = 512;
_Caelum.AttachViewport(_Viewport);
_Window.PreViewportUpdate += _Caelum.PreViewportUpdate;


but i get always a Exception:

Runtime Error!

Program: ....

This application has requested the Runtime to terminate it in an unusual way.
Please Contact the application's support team for more information.


Im Using Windows 7 with VS 2008 SP1, Mogre 1.4.8 and CaelumSharp 0.5
Maybe i forgot to copy some files into the .\Bin folder or something similar... if i dont initialize CealumSharp the Program runs fine (just a black screen yet, but more to come)

Thank you in Advance
Phoenix

Phoenix2301

13-08-2009 12:30:52

Problem solved... i just forgot to add the Path to the resources to the config... *embarassed*

hedphelym

26-09-2009 10:50:51

thanks for this port, looks very good!

hedphelym

06-10-2009 17:36:27

any specific reason for the meshes to end up looking like this?:
(the terrain looked OK, but meshes are grey).

smiley80

06-10-2009 22:19:27

viewtopic.php?f=21&t=10525&start=0

mCaelumSystem.SceneFogDensityMultiplier = 0.0008f; // or some other small value.
mCaelumSystem.ManageSceneFog = true;

hedphelym

07-10-2009 05:21:13

Thank you, that fixed the issue :)

maybe put this info in the Wiki?

hedphelym

07-10-2009 17:58:13

Texturemaps does not show on the meshe's I load.
(used the sample scene as a starting point).

Is this due to Caelum overriding it's pass?.. Or am i doing something completely wrong?
I use Ogremax, and the mogre sceneloader.
(The textures work when I open the same scene in ogremax's Sceneviewer, so I expect it to be properly exported at least.).

smiley80

07-10-2009 20:20:52

Does it work if you don't create the CaelumSystem?
Are there any errors about missing materials in the log ?

hedphelym

07-10-2009 20:43:13

Hi,
it's the same if i disable caelum...

the log says:

21:36:49: Can't assign material materialLedges to SubEntity of building_roofBase01 because this Material does not exist. Have you forgotten to define it in a .material script?


I do have a material script :

it's located at the same place as the .scene file.
and it has the materials specified:


material materialLedges
{
technique
{
pass
{
ambient 0.54902 0.552941 0.415686 1
diffuse 0.54902 0.552941 0.415686 1
specular 0.27 0.27 0.27 25 0

texture_unit
{
texture textureconcrete_02.jpg
}
}

}

}


All bitmaps are in the same dir as the .scene file too.

all files are in root of this dir:

E:/Development/CaelumSharp/CaelumSharp for Mogre/bin/Media/Caelum/




# Resource locations to be added to the 'boostrap' path
# This also contains the minimum you need to use the Ogre example framework
[
# Resource locations to be added to the default path
[General]
FileSystem=E:/Development/CaelumSharp/CaelumSharp for Mogre/bin/Media/Caelum/

smiley80

08-10-2009 16:45:20

Check the log whether the .material script is parsed.

hedphelym

08-10-2009 18:19:00

no info on parsin materials in the log..
So i guess this is a DotSceneLoader problem..
Unfortunately I do not have the knowledge on how to create this parsing.


21:46:06: ***************************************
21:46:06: *** D3D9 : Subsystem Initialised OK ***
21:46:06: ***************************************
21:46:06: ResourceBackgroundQueue - threading disabled
21:46:06: Particle Renderer Type 'billboard' registered
21:46:06: SceneManagerFactory for type 'BspSceneManager' registered.
21:46:06: Registering ResourceManager for type BspLevel
21:46:06: SceneManagerFactory for type 'OctreeSceneManager' registered.
21:46:06: SceneManagerFactory for type 'TerrainSceneManager' registered.
21:46:06: TerrainSceneManager: Registered a new PageSource for type Heightmap
21:46:06: [DotSceneLoader] Parsing dotScene file with version 1.0
21:46:06: Mesh: Loading building_roofBase01.mesh.


after loading mesh as you can se above , it gives error mentioned in earlier post.

smiley80

08-10-2009 18:29:45

Before you load the scene, you have to add and initialise the resource group:

ResourceGroupManager.Singleton.AddResourceLocation(@"../Media/Caelum/", "FileSystem"); // or load the locations from the config file
ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

And the material script has to be in a .material file.

hedphelym

08-10-2009 18:34:49

(Please keep in mind that I started with the MCaelum sample scene).

It is setting up the resources:

private void SetupResources()
{
// Load resource paths from config file
var cf = new ConfigFile();
cf.Load("resources.cfg", "\t:=", true);

// Go through all sections & settings in the file
ConfigFile.SectionIterator seci = cf.GetSectionIterator();

string secName, typeName, archName;

// Normally we would use the foreach syntax, which enumerates the values, but in this case we need CurrentKey too;
while (seci.MoveNext())
{
secName = seci.CurrentKey;
ConfigFile.SettingsMultiMap settings = seci.Current;
foreach (KeyValuePair<string, string> pair in settings)
{
typeName = pair.Key;
archName = pair.Value;
ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName);
}
}

}


then initialises it:

ResourceGroupManager.Singleton.InitialiseAllResourceGroups();


And on export, it saves a material file, that has the info needed..
So I guess it's a error in my scene loader..

boyamer

16-10-2009 08:05:02

HI,i was trying out CaelumSharp but when i create a CaelumSystem as the demo application,my sun is not moving? Anyone knows why?
Its shown but not moving!

Thanks

smiley80

16-10-2009 18:57:15

By default, it's running in realtime.
You can modify that with the TimeScale property of CaelumSystem.

hedphelym

18-10-2009 16:12:21

Any magic tricks to get shadows working? Tried all the things I can think of now without success.

smiley80

18-10-2009 18:11:34

By default, it's running in realtime.
You can modify that with the TimeScale property of CaelumSystem.

And if you use DirectX you have to set 'Floating-point mode' to 'Consistent' in the config.

Any magic tricks to get shadows working? Tried all the things I can think of now without success.
Should work if you set SceneManager.ShadowTechnique to 'ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE' or 'ShadowTechnique.SHADOWTYPE_STENCIL_MODULATIVE', and correctly set the CastShadows property of the entities.

However, there's currently an issue with OpenGL + SkyDome + stencil shadows (AccessViolationException on disposing the root).

hedphelym

18-10-2009 18:29:26

Thank you sir, seems like it works with less complex scenes then the one i have now, it keeps crashing my driver and windows resets the driver (windows 7). so I tried with a less complex scene, and it works great there.

boyamer

19-10-2009 08:17:29

By default, it's running in realtime.
You can modify that with the TimeScale property of CaelumSystem.

And if you use DirectX you have to set 'Floating-point mode' to 'Consistent' in the config.

I was going crazy with this thing,i was working for hours and can't understand what was the problem,thank you for your answer about the consistent option!

hedphelym

19-10-2009 09:50:10

By default, it's running in realtime.
You can modify that with the TimeScale property of CaelumSystem.

And if you use DirectX you have to set 'Floating-point mode' to 'Consistent' in the config.

I was going crazy with this thing,i was working for hours and can't understand what was the problem,thank you for your answer about the consistent option!


I did not know this, I was actually thinking about why the transitions where not smooth, but more 'instant' yesterday,
I changed to what you say, and what a difference it made :)

codo

19-10-2009 11:48:21

Any chances of compiling CaleumSharp with MOGRE 1.6.4?
'tanks..

smiley80

19-10-2009 15:56:54

0.5 should work with 1.6.4 without recompiling it.
At least I don't get any errors when trying to build against 1.6.4.

hedphelym

26-12-2009 17:09:32

Hi,
just wanted to say thanks, and that this newest release worked great!

I use newest mogre, newest CaelumSharp.

1) added the dll as reference
2) added mediafiles
3) added the media path for caelum to the config file
4) added the bits of code to initialize

then it worked straight away!
(Win7 x64, VS2008 SP1).

Beauty

26-12-2009 22:26:41

Thanks for your detailed report :)

hedphelym

27-12-2009 10:10:28

The code I use is the following:

My "Setup caelum" function:


public virtual void SetupCaelum()
{
CaelumSystem cs = new CaelumSystem(root, sceneMgr, CaelumSystem.CaelumComponent.Default);
cs.AttachViewport(this.viewport);
window.PreViewportUpdate += cs.PreViewportUpdate;
root.FrameStarted += cs.FrameStarted;

cs.EnsureSingleShadowSource = true;
cs.ManageSceneFog = true;
cs.SceneFogDensityMultiplier = 0.00001f; // or some other small value.

cs.CloudSystem.ClearLayers();
cs.CloudSystem.CreateLayerAtHeight(50000.0f); //the default one was too low for my scene so i clear all and create a new layer.
}


some of the important lines is:

cs.ManageSceneFog = true;
cs.SceneFogDensityMultiplier = 0.00001f; // or some other small value.


If you forget these two lines then the scene objects will show up as just grey objects (easily confused with objects loosing it's textures).

smiley80

12-03-2010 15:04:33

Bump for 0.5a.

CaelumSharp is now a plugin. So if you use .os scripts, you can add it to your plugins.cfg.
Removed "CaelumScript.Initialise" (that's now done by the plugin). If you don't use CaelumSharp as a plugin, you can load script files manually with "CaelumScript.LoadScript"
Added "CaelumSystem.FromScript" as a alternative to "CaelumScript.LoadCaelumSystemFromScript".

maguslin

19-04-2010 10:18:32

well , 'you can load script files manually with "CaelumScript.LoadScript"'as you said above ,

excuse me, but where can I find these scripts,I've just found one named "SandStormTest" in the cealum code while file isn't there.

:(

smiley80

19-04-2010 12:00:47

TestSkyScript.os in the \Media\Caelum folder

Beauty

02-08-2010 08:57:31

Is your CaelumSharp compatible to Mogre 1.7.1?

Were there improvements in the original Caelum?
If yes, it would be nice when you add the "missing" points to the wiki page until you (maybe) update your Caelum port.

smiley80

02-08-2010 10:30:08

The SVN trunk is compatible with 1.7.1.
The differences are listed in the first post and in the wiki article.

Beauty

05-08-2010 16:03:59

You mean this content of the first post?

Differences:
- changed methods to properties where appropriate
- renamed enums, constants and methods to meet .NET naming conventions
- script loading currently doesn't support imports and variables

It's not clear that this means the difference between CealumSharp for Mogre 1.6.x and 1.7.x.
I thought it's the difference between Cealum (C++) and CaelumSharp.
Please add the important note, to say what is compared.

CorPetit09

14-10-2010 10:45:43

Hi,

I downloaded CaelumSharp 0.5a but when I execute it I get this error System.BadImageFormatException in Microsoft.VisualStudio.HostingProcess.Utilities.dll.
If anyone know how to solve this problem it would be helpfully.

Thanks

CorPetit09

14-10-2010 10:53:57

I've solved my problem. I've changed the platform to x86.

CorPetit09

14-10-2010 12:37:59

Hi,

Now, I have integrated Caelum to my project but the sky (image) and stars aren't updated correctly (only one time each 20 seconds aprox.) . Only clouds are updated each frame.
The CaelumSharp Demo works well. I'm using a ogre window integrated in a .net panel. I don't know if this has something to do with my error.

smiley80

14-10-2010 13:18:44

If you use the D3D renderer you must set 'Floating-point mode' to 'Consistent' in ogre.cfg.

CorPetit09

15-10-2010 09:04:16

smiley80, thanks, now my program works correctly. But one question, why the floating-point value must set to consistent?

smiley80

15-10-2010 10:34:02

Caelum needs double precision for certain calculations, but by default, Direct3D sets the FPU to single-precision mode for performance reasons. 'Floating-point mode = Consistent' fixes that.

kdr35

10-02-2011 16:01:22

Hi,
I want to use CaelumSharp in my project but have some questions. CaelumSharp Supported Mogre version: 1.7.x (also older ones). Mogre 1.7.1 released with .Net Framework 2.0 but
we use .NET framework 4.0 in our project so we change standart Framework 2.0 mogre 1.7.1 dlls to .Net Framework 4.0 mogre dlls.

When i use mogre dlls with compiled .net 4.0 framework , CaelumSharp doesnt work . How can I solve this problem?

thanks.

smiley80

10-02-2011 16:56:29

Looks like that DllExport thingy doesn't work correctly under .NET 4.0.
You have to remove CaelumSharp from your plugins.cfg and load the scripts manually:
CaelumSharp.CaelumScript.Singleton.LoadScript("NameOfScript");

[attachment=0]CaelumSharp.7z[/attachment]
Compiled against Mogre 1.7.1 .NET 4.0, release config

kdr35

14-02-2011 12:14:23

Thanks for compiled dll. It solved the problem.

dumpbyte

19-04-2011 18:24:41

Hi,

First, I am new to Mogre, and a bad writer of English, so I apologize :(
Greetings to all comunity and this great work.

I built the modified version of Mogre 1.7 under VS2010 and NET4 (as described in http://www.ogre3d.org/tikiwiki/Building+MOGRE+1.7+from+source), adding the C++ MovableText class (C# class fired me a lot of nasty access-violation exceptions, even blue screens, when updating text with agressive rates) . This binary has been working fine in the last 4 months without issues, in several machines, so I asume that it is reliable.

I have a weird problem with CaelumSharp, the demo that I downloaded from http://bitbucket.org/smiley80/caelumsharp/downloads (tikiwiki page) works perfect, I see the sky, sun, clouds, stars and the moon. Nice work.

As said, I was using NET4, and I have found some problems to make the modified Mogre lib and CaelumSharp work "together" (related with ilasm.exe and DllExport). I have tried to compile the SVN code in the same web page, adding the custom Mogre lib as reference, and it works partially (only sky and sun, no clouds, no starts).

The log:



18:54:38: Caelum: Initialising Caelum system...
18:54:38: Caelum: Creating required internal resource group 'Caelum'
18:54:38: Creating resource group Caelum
18:54:38: Caelum: Creating caelum sub-components.
18:54:38: Texture: EarthClearSky2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
18:54:38: Caelum: Creating CaelumSphericDome sphere mesh resource...
18:54:38: Caelum: generateSphericDome DONE
18:54:38: Texture: sun_disc.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
18:54:38: WARNING: material Caelum/PhaseMoon10818254 has no supportable Techniques and will be blank. Explanation:
Pass 0: Fragment program Caelum/PhaseMoonFP cannot be used - not supported.

18:54:38: Caelum: Failed to initialize moon
18:54:38: WARNING: material Caelum/StarPoint17059405 has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Caelum/StarPointVP cannot be used - not supported.

18:54:38: Caelum: Failed to initialize starfield
18:54:38: WARNING: material Caelum/FlatCloudLayer/Material/29475730 has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program CaelumLayeredCloudsVP cannot be used - not supported.

18:54:38: Caelum: Failed to initialize clouds
18:54:38: Caelum: DONE initializing
18:54:38: CaelumSystem: Attached to viewport Mogre.Viewport render target Meta3D Window
18:54:39: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
18:54:43: Caelum: Shutting down Caelum system...
18:54:43: Caelum: Delete UniversalClock
18:54:44: DefaultWorkQueue('Root') shutting down on thread main.
18:54:44: *-*-* OGRE Shutdown



The "Pass 0: Vertex program XXXX cannot be used - not supported." is common on all of the features failing.
However the demo works fine with sky, sun, clouds and stars (enough for me).

I have copied *all* of the media files and added it to ResourceDirectory, and the Sky and sun are visible, so I rule out that it is a resource problem.
I have just tried the last binary uploaded to this forum by smiley80, for NET4. The same result.

Techniques used:

-Detail type stencil
-Detail type texture

Setup (with Direct3D):

"Full Screen", "No"
"Video Mode", "800 x 600 @ 32-bit colour"
"FSAA", "1"
"Floating-point mode", "Consistent"
"Allow NVPerfHUD", "No"
"VSync", "Yes"

I have spent some days looking for a solution, I have read this forum and the C++ Caelum forum, looked for in Google... but I'm stuck... I'm afraid that the problem is silly and feel that I'm close to getting it to work.

Any ideas?

Regards!

Beauty

19-04-2011 22:46:43

Hi dumpbyte,

I can't help you with your problem, but I want to say:
Welcome to our Mogre (sub) community. :D
Thanks for your report about your first Mogre experience.
Unfortunatelly only very few people give feedback, so we are most happy about each report.

Beauty

smiley80

19-04-2011 23:01:28

Looks like you don't load the cg plugin.

'plugins.cfg' has to contain this line:
Plugin=Plugin_CgProgramManager
'Plugin_CgProgramManager.dll' and 'cg.dll' have to be in the plugin folder.

I have found some problems to make the modified Mogre lib and CaelumSharp work "together" (related with ilasm.exe and DllExport)
The .NET 4 issue should be fixed in the latest revision.

dumpbyte

20-04-2011 08:12:52

Yeah! It works now nicely. You all are authentic cracks, guys!
I was sure this should be a novice, simply mistake, that you would identify easily ^_^'
Thanks a lot for the help.

BTW: Beauty, I'm glad to share my little-testing experience in the forum; I think this is the best way to improve Ogre/Mogre. In fact, you are present in all of the threads that I have read, so your work taking care of forum is priceless :D
Greetings.