New CeguiMeshViewer 1.2 - 1.4 Compatible (binary and source)

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
OvermindDL1
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Post by OvermindDL1 »

The input classes in Ogre were not really designed to be used, they were designed to be *just* useful enough for the demo's to work, ergo it does not support anything even partially advanced as that. OIS however, is designed for pure input.
Bolt
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Post by Bolt »

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.
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neocryptek
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Post by neocryptek »

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.
Sluggish as in sensitivity or as in not capturing fast enough (low FPS)?
Implimenting a hardware cursor would probably solve both (as well as the previous 'lock the mouse' statements).
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Post by Bolt »

Sluggish as compared to my desktop cursor movement. The OGRE viewer cursor is much slower,
almost unbearable. Is any of this configurable?
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neocryptek
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Post by neocryptek »

Bolt wrote:Sluggish as compared to my desktop cursor movement. The OGRE viewer cursor is much slower,
almost unbearable. Is any of this configurable?
Yeah, that is just sensitivity then. The viewer is probably hard coded sensitivity wise just to simplify things.

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 ;).
zeroflag
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Post by zeroflag »

uhm

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
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?
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tuan kuranes
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Post by tuan kuranes »

what's wrong with this one?
No D7D renderer in 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.)

BTW it is now in Ograddons, as official meshviewer, so any patch is welcome.
zeroflag
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Post by zeroflag »

tuan kuranes wrote:
what's wrong with this one?
No D7D renderer in 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.)
it happens druing initialization... I get the config window and the ogre window, then it seems to load the resources and crashes...
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.
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tuan kuranes
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Post by tuan kuranes »

any way to work arround it?
you have to disable resource loading at startup and only load group you want/can load.
I tried the source code but didn't even get it to compile.
Try CVS version. Ogreaddons cvs version is made to work without having to move it.
zeroflag
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Post by zeroflag »

I tried the source code but didn't even get it to compile.
Try CVS version. Ogreaddons cvs version is made to work without having to move it.
CVS doesn't seem to work with the proxy here... :(

guess I gotta get the source when I'm home...
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xabila
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Post by xabila »

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
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tuan kuranes
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Post by tuan kuranes »

can that be a Cegui Version problem.
Cegui must have "Falagard" support to be able to load that meshviewer layout.
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xabila
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Post by xabila »

actually i have the last version of CEGUI with these lib CEGUITaharezLook CEGUIFalagardBase and CEGUIWindowsLook but for linux...
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xabila
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Post by xabila »

oups sorry, actually i have the last stable version for linux : 0.4.1.
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tuan kuranes
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Post by tuan kuranes »

Does your ogre media folder has the good .xsd and .scheme ?
(Falagard.xsd ?)
(0.4.1 should be ok, and is the one distributed with Ogre.)
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xabila
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Post by xabila »

yes i have copied all you have given for windows.
so there is the Falagard.xsd but no Falagard.scheme
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Post by xabila »

OK i solved the problem, and now the viewer is working on linux !

So it was my Makefile i was linking with libCEGUITaharezLook.so, libCEGUIWindowsLook.so and libCEGUIFalagardBase.so ...
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tuan kuranes
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Post by tuan kuranes »

Great news !
Please send a patch.
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Post by ProfesorX »

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:

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'
The file in question is MeshViewerMeshInfo.cpp, and next, the 2 lines that give the error:

Code: Select all

                                            GpuProgramPtr &pProgPS = GpuProgramPtr();
                                            GpuProgramPtr &pProgVS = GpuProgramPtr();
I am using Ogre 1.2.3.

Can someone please tell me how can i fix this in the code?

Thanks in advance.
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irrdev
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Great Job, tuan kuranes!

Post by irrdev »

Great job, tuan kuranes! Much better than the GEGUI Mesh Viewer! Please make this the one availble in the downloads section! :lol:
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enaut
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Post by enaut »

looks very nice on the pictures... but.

trying to run it by myself causes an error:

Image

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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Post by greg_marlow »

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
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spooky_paul
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Post by spooky_paul »

@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
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Post by hmoraldo »

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.
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enaut
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Post by enaut »

sorry i did not try this method... i simply changed to another viewer - especially because or project is using a different one too - but if you need debug information i can test it for you... please reply i hope i will not need so long to report again ;)

greetings enaut
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