New CeguiMeshViewer 1.2 - 1.4 Compatible (binary and source)
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- Gnome
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- neocryptek
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Sluggish as in sensitivity or as in not capturing fast enough (low FPS)?Bolt wrote:Just one question:
Why is mouse cursor movement so slow and sluggish for me?
Tried reducing color depth and resolution, and still sluggish.
Full-screen or windowed doesn't matter either.
Implimenting a hardware cursor would probably solve both (as well as the previous 'lock the mouse' statements).
- neocryptek
- Gnome
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Yeah, that is just sensitivity then. The viewer is probably hard coded sensitivity wise just to simplify things.Bolt wrote:Sluggish as compared to my desktop cursor movement. The OGRE viewer cursor is much slower,
almost unbearable. Is any of this configurable?
Easiest way to compensate for that is to implement a hardware cursor, which would inherently use your desktop cursor sensitivity.
You could submit a patch to Tuan Kuranes .
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- Goblin
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uhm
when I run it with OpenGL I get a hard crash (access violation)...
this PC here doesn't have any good 3D card installed but I got some of the ogre tutorials and even stuntplayground to run just fine... so what's wrong with this one?
Code: Select all
13:50:37: An exception has been thrown!
-----------------------------------
Details:
-----------------------------------
Error #: -2005532292
Function: D3D9Texture::_createNormTex
Description: Error creating texture.
File: ..\src\OgreD3D9Texture.cpp
Line: 505
Stack unwinding: <<beginning of stack>>
13:50:38: *-*-* OGRE Shutdown
this PC here doesn't have any good 3D card installed but I got some of the ogre tutorials and even stuntplayground to run just fine... so what's wrong with this one?
- tuan kuranes
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- Goblin
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it happens druing initialization... I get the config window and the ogre window, then it seems to load the resources and crashes...tuan kuranes wrote:No D7D renderer in this one.what's wrong with this one?
When do you get this error ?
As it may load shader based material, It tries to do things the card doesn't support, even if it lies about it (Intel card does that.)
and I think there's an intel onboard graphics chip in the machine.
any way to work arround it?
I tried the source code but didn't even get it to compile... you are once again using very strange folders... where am I supposed to unpack the source?
regards.
- tuan kuranes
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- xabila
- Goblin
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Hello all,
I tried to port this ceguimeshviewer to Linux.
I mostly renamed files (like usually the cass problem ) and put the tinyxml on a namespace (because CEGUIBase is including tinyxml.h, and the xml/tinyxml.h is not exactly the same ...).
I have a last problem with an exception on CEGUI :
---- Beginning loading of GUI layout from 'meshviewer.layout' ----
(InfL2) Window 'root' of type 'DefaultWindow' has been created.
(Error) Exception: WindowFactoryManager::getFactory - A WindowFactory object, an alias, or mapping for 'Falagard/Combobox' Window objects is not registered with the system.
(InfL2) Window 'root' has been added to dead pool.
(Error) Exception: GUILayout_xmlHandler::startElement - layout loading has been aborted since no WindowFactory is available for 'Marti/Combobox' objects.
(Error) WindowManager::loadWindowLayout - loading of layout from file 'meshviewer.layout' failed.
Any idea about that ?
Thanks
I tried to port this ceguimeshviewer to Linux.
I mostly renamed files (like usually the cass problem ) and put the tinyxml on a namespace (because CEGUIBase is including tinyxml.h, and the xml/tinyxml.h is not exactly the same ...).
I have a last problem with an exception on CEGUI :
---- Beginning loading of GUI layout from 'meshviewer.layout' ----
(InfL2) Window 'root' of type 'DefaultWindow' has been created.
(Error) Exception: WindowFactoryManager::getFactory - A WindowFactory object, an alias, or mapping for 'Falagard/Combobox' Window objects is not registered with the system.
(InfL2) Window 'root' has been added to dead pool.
(Error) Exception: GUILayout_xmlHandler::startElement - layout loading has been aborted since no WindowFactory is available for 'Marti/Combobox' objects.
(Error) WindowManager::loadWindowLayout - loading of layout from file 'meshviewer.layout' failed.
Any idea about that ?
Thanks
- tuan kuranes
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- tuan kuranes
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- tuan kuranes
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- Halfling
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I am trying to compile CeguiMeshViewer using CodeBlocks/Mingw, and only one file refuse to compile, but i don't know what this error means, and how to solve it:
The file in question is MeshViewerMeshInfo.cpp, and next, the 2 lines that give the error:
I am using Ogre 1.2.3.
Can someone please tell me how can i fix this in the code?
Thanks in advance.
Code: Select all
..\src\MeshViewerMeshInfo.cpp:364: error: invalid initialization of non-const reference of type 'Ogre::GpuProgramPtr&' from a temporary of type 'Ogre::GpuProgramPtr'
..\src\MeshViewerMeshInfo.cpp:365: error: invalid initialization of non-const reference of type 'Ogre::GpuProgramPtr&' from a temporary of type 'Ogre::GpuProgramPtr'
Code: Select all
GpuProgramPtr &pProgPS = GpuProgramPtr();
GpuProgramPtr &pProgVS = GpuProgramPtr();
Can someone please tell me how can i fix this in the code?
Thanks in advance.
- irrdev
- Orc
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Great Job, tuan kuranes!
Great job, tuan kuranes! Much better than the GEGUI Mesh Viewer! Please make this the one availble in the downloads section!
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- Gnoblar
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looks very nice on the pictures... but.
trying to run it by myself causes an error:
besides that i tried to compile it for linux but since im pretty new to programming i have no idea how to compile that stuff...it would be really nice if someone coul'd either make a binary - *.deb - ubuntu preferred or make a easy to use tutorial... how to compile and install...
mfg enaut
ps: if you need some information on my system just ask...
thx for help
trying to run it by myself causes an error:
besides that i tried to compile it for linux but since im pretty new to programming i have no idea how to compile that stuff...it would be really nice if someone coul'd either make a binary - *.deb - ubuntu preferred or make a easy to use tutorial... how to compile and install...
mfg enaut
ps: if you need some information on my system just ask...
thx for help
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- Gnoblar
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So I'm going to keep posting on this thread because it is somewhat related.
Basically what I am needing is a way for animators (Who have no knowledge of Coding) to be able to view their Facial and Skeletal animation in the engine.
So a programmer I work with found that the SDK 1.2.x compatible demo that will show blendshape animation as well as skeleton.
It is really nice and I can get their demo of pose animation to work but I cant get it to work myself. It keeps giving me the following error:
Error #:4
Function: Mesh::getSubMesh
Desription: Index out of bounds..
File: ..\src\OgreMesh.cpp
Line 164
Does anyone have any Ideas of what to do?
Greg
Basically what I am needing is a way for animators (Who have no knowledge of Coding) to be able to view their Facial and Skeletal animation in the engine.
So a programmer I work with found that the SDK 1.2.x compatible demo that will show blendshape animation as well as skeleton.
It is really nice and I can get their demo of pose animation to work but I cant get it to work myself. It keeps giving me the following error:
Error #:4
Function: Mesh::getSubMesh
Desription: Index out of bounds..
File: ..\src\OgreMesh.cpp
Line 164
Does anyone have any Ideas of what to do?
Greg
- spooky_paul
- Halfling
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@enaut:
copy the cegui mesh viewer executable into *ogre installation folder*\bin in either the "release" or "debug" folder depending on what configuration you used. this should get rid of that nasty error window
i had the same problem and this fixed it
*edit:*
don`t forget to copy the extra media that came with the source to your default ogre media folder. default: *ogre installation folder*\media
copy the cegui mesh viewer executable into *ogre installation folder*\bin in either the "release" or "debug" folder depending on what configuration you used. this should get rid of that nasty error window
i had the same problem and this fixed it
*edit:*
don`t forget to copy the extra media that came with the source to your default ogre media folder. default: *ogre installation folder*\media
- hmoraldo
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Did this solve it? If yes, then I was wrong on my diagnose of the error, but I'd found that strange as I'm almost sure it's rather related to the pose animation structure.
H. Hernan Moraldo
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- Gnoblar
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