Hikari (v0.3)

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so0os
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Re: Hikari (v0.3)

Post by so0os »

It works with 1.7.2, and there's a demo in it so you can see how it works.
Also, it's ActiveX, so Windows only.
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Re: Hikari (v0.3)

Post by randomcodes »

thx alot i will try it out and may test with chrome plugin, SWHX or similar NPAPI :).
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zafery
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Re: Hikari (v0.3)

Post by zafery »

hi

i ve compiled hikari with ogre 1.7.2

and try the demo openGL works but directX does not work.
here is the ogre.log file

Code: Select all

17:52:31: Creating resource group General
17:52:31: Creating resource group Internal
17:52:31: Creating resource group Autodetect
17:52:31: SceneManagerFactory for type 'DefaultSceneManager' registered.
17:52:31: Registering ResourceManager for type Material
17:52:32: Registering ResourceManager for type Mesh
17:52:32: Registering ResourceManager for type Skeleton
17:52:32: MovableObjectFactory for type 'ParticleSystem' registered.
17:52:32: OverlayElementFactory for type Panel registered.
17:52:32: OverlayElementFactory for type BorderPanel registered.
17:52:32: OverlayElementFactory for type TextArea registered.
17:52:32: Registering ResourceManager for type Font
17:52:32: ArchiveFactory for archive type FileSystem registered.
17:52:32: ArchiveFactory for archive type Zip registered.
17:52:32: DDS codec registering
17:52:32: FreeImage version: 3.13.1
17:52:32: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
17:52:32: 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
17:52:32: Registering ResourceManager for type HighLevelGpuProgram
17:52:32: Registering ResourceManager for type Compositor
17:52:32: MovableObjectFactory for type 'Entity' registered.
17:52:32: MovableObjectFactory for type 'Light' registered.
17:52:32: MovableObjectFactory for type 'BillboardSet' registered.
17:52:32: MovableObjectFactory for type 'ManualObject' registered.
17:52:32: MovableObjectFactory for type 'BillboardChain' registered.
17:52:32: MovableObjectFactory for type 'RibbonTrail' registered.
17:52:32: Loading library .\RenderSystem_Direct3D9
17:52:32: Installing plugin: D3D9 RenderSystem
17:52:32: D3D9 : Direct3D9 Rendering Subsystem created.
17:52:32: D3D9: Driver Detection Starts
17:52:32: D3D9: Driver Detection Ends
17:52:32: Plugin successfully installed
17:52:32: Loading library .\RenderSystem_GL
17:52:32: Installing plugin: GL RenderSystem
17:52:32: OpenGL Rendering Subsystem created.
17:52:32: Plugin successfully installed
17:52:32: *-*-* OGRE Initialising
17:52:32: *-*-* Version 1.7.2 (Cthugha)
17:52:32: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
17:52:32: D3D9 : RenderSystem Option: FSAA = 0
17:52:32: D3D9 : RenderSystem Option: Floating-point mode = Fastest
17:52:32: D3D9 : RenderSystem Option: Full Screen = No
17:52:32: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-NVIDIA GeForce 9800 GT
17:52:32: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
17:52:32: D3D9 : RenderSystem Option: VSync = Yes
17:52:32: D3D9 : RenderSystem Option: VSync Interval = 1
17:52:32: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
17:52:32: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
17:52:35: CPU Identifier & Features
17:52:35: -------------------------
17:52:35:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5 CPU         661  @ 3.33GHz
17:52:35:  *      SSE: yes
17:52:35:  *     SSE2: yes
17:52:35:  *     SSE3: yes
17:52:35:  *      MMX: yes
17:52:35:  *   MMXEXT: yes
17:52:35:  *    3DNOW: no
17:52:35:  * 3DNOWEXT: no
17:52:35:  *     CMOV: yes
17:52:35:  *      TSC: yes
17:52:35:  *      FPU: yes
17:52:35:  *      PRO: yes
17:52:35:  *       HT: no
17:52:35: -------------------------
17:52:35: D3D9 : Subsystem Initialising
17:52:35: Registering ResourceManager for type Texture
17:52:35: Registering ResourceManager for type GpuProgram
17:52:35: D3D9RenderSystem::_createRenderWindow "HikariDemo", 800x600 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1 
17:52:35: D3D9 : Created D3D9 Rendering Window 'HikariDemo' : 800x600, 32bpp
17:52:35: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
17:52:35: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
17:52:35: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
17:52:35: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
17:52:35: D3D9: Vertex texture format supported - PF_FLOAT16_R
17:52:35: D3D9: Vertex texture format supported - PF_FLOAT32_R
17:52:35: D3D9: Vertex texture format supported - PF_FLOAT16_GR
17:52:35: D3D9: Vertex texture format supported - PF_FLOAT32_GR
17:52:35: RenderSystem capabilities
17:52:35: -------------------------
17:52:35: RenderSystem Name: Direct3D9 Rendering Subsystem
17:52:35: GPU Vendor: nvidia
17:52:35: Device Name: Monitor-1-NVIDIA GeForce 9800 GT
17:52:35: Driver Version: 8.17.12.6658
17:52:35:  * Fixed function pipeline: yes
17:52:35:  * Hardware generation of mipmaps: yes
17:52:35:  * Texture blending: yes
17:52:35:  * Anisotropic texture filtering: yes
17:52:35:  * Dot product texture operation: yes
17:52:35:  * Cube mapping: yes
17:52:35:  * Hardware stencil buffer: yes
17:52:35:    - Stencil depth: 8
17:52:35:    - Two sided stencil support: yes
17:52:35:    - Wrap stencil values: yes
17:52:35:  * Hardware vertex / index buffers: yes
17:52:35:  * Vertex programs: yes
17:52:35:  * Number of floating-point constants for vertex programs: 256
17:52:35:  * Number of integer constants for vertex programs: 16
17:52:35:  * Number of boolean constants for vertex programs: 16
17:52:35:  * Fragment programs: yes
17:52:35:  * Number of floating-point constants for fragment programs: 224
17:52:35:  * Number of integer constants for fragment programs: 16
17:52:35:  * Number of boolean constants for fragment programs: 16
17:52:35:  * Geometry programs: no
17:52:35:  * Number of floating-point constants for geometry programs: 0
17:52:35:  * Number of integer constants for geometry programs: 0
17:52:35:  * Number of boolean constants for geometry programs: 0
17:52:35:  * 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
17:52:35:  * Texture Compression: yes
17:52:35:    - DXT: yes
17:52:35:    - VTC: no
17:52:35:    - PVRTC: no
17:52:35:  * Scissor Rectangle: yes
17:52:35:  * Hardware Occlusion Query: yes
17:52:35:  * User clip planes: yes
17:52:35:  * VET_UBYTE4 vertex element type: yes
17:52:35:  * Infinite far plane projection: yes
17:52:35:  * Hardware render-to-texture: yes
17:52:35:  * Floating point textures: yes
17:52:35:  * Non-power-of-two textures: yes
17:52:35:  * Volume textures: yes
17:52:35:  * Multiple Render Targets: 4
17:52:35:    - With different bit depths: yes
17:52:35:  * Point Sprites: yes
17:52:35:  * Extended point parameters: yes
17:52:35:  * Max Point Size: 10
17:52:35:  * Vertex texture fetch: yes
17:52:35:  * Number of world matrices: 0
17:52:35:  * Number of texture units: 8
17:52:35:  * Stencil buffer depth: 8
17:52:35:  * Number of vertex blend matrices: 0
17:52:35:    - Max vertex textures: 4
17:52:35:    - Vertex textures shared: no
17:52:35:  * Render to Vertex Buffer : no
17:52:35:  * DirectX per stage constants: yes
17:52:35: ***************************************
17:52:35: *** D3D9 : Subsystem Initialised OK ***
17:52:35: ***************************************
17:52:35: DefaultWorkQueue('Root') initialising on thread 0016A5F0.
17:52:35: DefaultWorkQueue('Root')::WorkerFunc - thread 0023C1A8 starting.
17:52:35: DefaultWorkQueue('Root')::WorkerFunc - thread 0023C218 starting.
17:52:35: DefaultWorkQueue('Root')::WorkerFunc - thread 0023C288 starting.
17:52:35: DefaultWorkQueue('Root')::WorkerFunc - thread 0023C2F8 starting.
17:52:35: Particle Renderer Type 'billboard' registered
and also i need to know that is hikari works without flash not installed
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Mind Calamity
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Re: Hikari (v0.3)

Post by Mind Calamity »

zafery wrote:hi

i ve compiled hikari with ogre 1.7.2

and try the demo openGL works but directX does not work.
here is the ogre.log file
I just compiled Hikari, HikariDemo, HikariLua, and HikariLuaDemo, they all work (with the exception of the Lua library and demo, since I haven't tested them, but they compile without errors), I used OGRE 1.8 - Byatis to test if it still worked, since Scaleform kinda got me interested in flash, and yeah it worked.

Here are the updated projects and solutions for Hikari and it's demos, they should compile out-of-the-box now, also I only fixed the release configuration of them, so if you want to build in debug, use the release configuration's settings as a reference and fix the old debug include and library paths.

Also, I did a small code update in InputManager.h and InputManager.cpp to make them work with the new OIS API.

And, zafery I didn't seem to have the problem you did with D3D, the compiled demo works in both OpenGL and Direct3D without any problems.

I included my compiled version as proof. ;)
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zafery
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Re: Hikari (v0.3)

Post by zafery »

hi,

you are right, updating directx solved my problem. sorry for didn't post message. i was working on our ios game.

http://www.magames.net
DarkLight2
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Re: Hikari (v0.3)

Post by DarkLight2 »

Hello,

Really Hikari is the better wrapper i ever work with :) .

Calling flash from Ogre and Ogre from flash !! amazing !!

With this lib we are able to make very nice guis to Ogre in just some lines of code.
In addition flash is very flexible in UI design and more adapted for game UI design.
Also we can exploit ActionScript 1.0, 2.0 and 3.0 APIs.

Really very good work.
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Mind Calamity
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Re: Hikari (v0.3)

Post by Mind Calamity »

@DarkLight2:

Yes, that's true, and another option would be the Scaleform library (price unknown - assumed over $10k), so yeah... Not that many free options for OGRE or any other 3D engine AFAIK.

Also, I really have no idea what you meant by "exploit" the ActionScript APIs, the only way I can interpret that is "using" them, rather than exploiting them, which just sounds weird. :D
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Do you need help? What have you tried?
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Berseker
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Re: Hikari (v0.3)

Post by Berseker »

Hikari is indeed a great tool, very convenient.
AndyQuay wrote:I had to roll back to flash v9. I was getting a random crash in my windows message loop during DispatchMessage() after destroying a FlashControl. Curious if anyone else has seen this or found a solution.
Did anyone found a solution since this message from last year? I'm encountering the same problem and nobody posted about it.

edit: It seems like the crash is caused by a WM_TIMER message received after destroying the controls. But I have no idea how to workaround that.
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mattmatt
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Hikari 64-bit and Flash11

Post by mattmatt »

Does somebody have succed in building Hikari for 64-bits plateforms?

We have an OGRE project, and we need to implement an interface.
Hikari seems by far the best solution for us.

Our OGRE project is only 64-bit, so we tried to compile Hikari in 64-bit also
The library compiles quite well, and we copied "c:/Windows/Systems32/Macromed/Flash/Flash11e.ocx" into the build folder, and renamed it in 'flash.ocx'
(Windows 64bits seems to put its 32-bits libraries in 'c:\Windows\SysWOW64' and its 64 bits libraries in 'c:\Windows\System32'... :? )

When we run the project, we can see a furtive frame or two with the flash interface, and then the program crash.
Visual Studio can't give us the exact point of crash in the program, because it is in "Flash.ocx".

Do you have an idea about where the problem could come from?

Thanx in advance
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mattmatt
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Re: Hikari (v0.3)

Post by mattmatt »

Has somebody compiled Hikari in 64-bits?

We have an OGRE project, and we need to implement an interface.
Hikari seems by far the best solution for us.

Our OGRE project is only 64-bit, so we tried to compile Hikari in 64-bit also
The library compiles quite well, and we copied "c:/Windows/Systems32/Macromed/Flash/Flash11e.ocx" into the build folder, and renamed it in 'flash.ocx'
(Windows 64bits seems to put its 32-bits libraries in 'c:\Windows\SysWOW64' and its 64 bits libraries in 'c:\Windows\System32'... :? )

When we run the project, we can see a furtive frame or two with the flash interface, and then the program crash.
Visual Studio can't give us the exact point of crash in the program, because it is in "Flash.ocx".

Do you have an idea about where the problem could come from?

Thanx in advance
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Re: Hikari (v0.3)

Post by Nodrev »

Hi,

I never used Hikari in a 64bits environment, but I can tell you that flash 11 ocx will not work, as far as I remember, the last activeX version that works is the 10.0.45.2, newer version simply crash, trust me, I tried lots of flash versions...
And you must be aware that Hikari is not a very clean library, neither the ocx internal code: it do not release all the memory allocated for a flash movie, so using Hikari to create / delete Flash control "on the fly" is really not recommended...
To override hikari and this ocx stuff, I had started an NPAPI offscreen flash renderer, but I never finished it (the code should be somewhere on my computer, in case someone is motivated to finish it, let me know)... because we are currently switching to a embedded web browser solution, which permit to play flash and get flash external call with javascript binding. It's really a better solution.
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azer89
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Re: Hikari (v0.3)

Post by azer89 »

Hi, firt i want to say Hikari is a really great library and i always use it on My Ogre Application as an UI

ok, right now i have a problem, my Hikari has a problem on mouseover event, ( basically i want to start counting when the mouse is over a button )

and i found the problem, in my ogre application, i use mRoot->renderOneFrame() not the usual mRoot->startRendering() (because i have modified vertexbuffer creation)

if i use mRoot->startRendering() the mouseover event works well again
Nodrev
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Re: Hikari (v0.3)

Post by Nodrev »

Do you call the windows message pump function "Ogre::WindowEventUtilities::messagePump()"?
BJoe
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Re: Hikari (v0.3)

Post by BJoe »

I have compiled and worked with Hikari 64bit.

After a lot of work , we have finally found the solution here:
http://stackoverflow.com/questions/9303 ... n-in-a-dll

People had opened a bug on Adobe's bugbase, and it was closed due to the excuse that "this is not a bug", I commented with some harsh words, you can find it here, including the patched file:
https://bugbase.adobe.com/index.cfm?eve ... id=3204449

Best regards,
BJoe
pecha72
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Re: Hikari (v0.3)

Post by pecha72 »

Hi Bjoe, as i can understand do you have a patched version of flash.ocx that dont crash? is there a downloadable version?
malium
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Direct X 11

Post by malium »

Why hikari can't work with dx11, have an ERROR doing this:

Code: Select all

myControl = hikariMgr->createFlashOverlay("myControl", OgreMain::getSingletonPtr()->mViewport,
		width, height,Center);
The error is in the variable Center, which is Hikari::Center.

This ERROR only happens in dx 11, in oGL and dx9 I don't know why, but doesn't happen.

The ERROR cames from msvcr110.dll. That's very strange also

Please help me!!
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