RenderSystem_Direct3D9.dll does not work with Ogre 1.10
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- Hobgoblin
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RenderSystem_Direct3D9.dll does not work with Ogre 1.10
I upgraded the Ogre version to 1.10 by taking the precompiled binaries from http://ogre3d.org/forums/viewtopic.php?t=69274. In Ogre 1.10 It seems, that there is no RenderSystem_Direct3D9.dll anymore?
So I took the one from Ogre 1.9, but now the RenderSystem_Direct3D9.dll does not work anymore. When I start an application I get the error message:
'"calculateSize@GpuProgramm@Ogre@@MBEIXZ" could not be found in RenderSystem_Direct3D9.dll'.
Has anybody a solution for that issue, It seems, that for Ogre 1.10 the RenderSystem_Direct3D9.dll is not valid anymore?
Or to put it in another words, does anybody have Ogre 1.10 running with RenderSystem_Direct3D9.dll, and could handle to me the dll?
Thanks in advance!
Regards
Lax
http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
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- Orc Shaman
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
my guess that you wants some AddOns that transporter provides as well, namely: Hydrax, myGui, OgreALparoj wrote:why dont you compile OGRE yourself?
been that road, then transporter stoped providing vs2010 binaries...
so i went back to compiling stuff...
its much better now, i have less bugs( most of them related to the fact that i did'nt know the compiler flags used in the builds)
i have more control over the produced binary, and i can mess around with the source-code( take-cover... )
yes, it can take a bit longer to compile from source, but for me it did the trick
btw2: ogre1.10 is very easy to build now, since the cmake script automatically downloads the dependencies from the repo
also, take notice that there have been some changes commited by paroj involving the replacing of OIS with SDL in a refactored SampleBrowser
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- Hobgoblin
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
I know, but my time is really limited and I've got thousands of other tasks with my Engine. I never compiled OGRE, but always used the pre-compiled binaries with success.why dont you compile OGRE yourself?
With cmake I had never success in the past, but I will give it another try and hopefully It will work compile OGRE .
Thanks
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
The project generation with the new cmake Version did work like a charm and also the compilation. Only the RenderSystem_OpenGL did not compile with C++14, because in the OgreGLRenderSystem.h the compiler complained that the class GLStateCacheManager is not defined, so I just commented out the class and instead included "OgreGLStateCacheManager.h".
This topic can be closed.
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
you can build ogitor from source in order to download and build some dependencies( you don't actually need to build ogitor )
it has the same cmake-magical dependency downloader, notice you'll need QT or to change the cmake script to ignore QT
after cmake-configure-generate all of ogitors dependencies will apear as seperate projects inside a big solution...
all of ogitors dependencies are updated to 1.10,
you can also find them here for manual installation without ogitor https://bitbucket.org/ogreaddons/
btw, transporter droped DX9 for some reason...
http://www.ogre3d.org/forums/viewtopic. ... bf#p525839
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- Hobgoblin
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
In the future I will not use Ogitor anymore, because of its strange resource packing system. This cost me a lot of headaches and time.you can build ogitor from source in order to download and build some dependencies
Each time when I created an Ogitor project and linked media resources (meshes), they had been copied to the project folder and packet into a huge file (*.ofs).
The loading time was dramatically decreased and sometimes the scene was corrupt and so the whole world was irrevocably gone.
As I want to create a Jump 'n' run game with a lot of "worlds", I do not want to have the resource duplicated each time.
Do you know if the Ogitors team does still follow this procedure?
Ok thats strange, because I have no problems Visual Studio 2015 and DX9 with Ogre 1.10btw, transporter droped DX9 for some reason...
But I have issues with the RTShaderSystem. As soon as I initialize and use the RTShaderSystem I get the following exception:
Code: Select all
23:08:07: InvalidParametersException: Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at D:\Ogre\GameEngineDevelopment_v14\OGRE-SDK-1.10.0-vc140-x86_Source\OgreMain\src\OgreGpuProgramParams.cpp (line 2194)
The ugly thing is, that I get an ogre exception and I do not know where to debug this issue, I even do not know which shader is causes this issues. I only know that it must come from the RTSHaderLib.
Has somebody a clue?
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- Orc Shaman
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
afaik ogitor is not being developed anymore, but anyway i what i meant for you is to use ogitor cmake scripts in order to automatically download and build some dependncies, i did'nt say that you should use it in your engine...In the future I will not use Ogitor anymore, because of its strange resource packing system. This cost me a lot of headaches and time.
Do you know if the Ogitors team does still follow this procedure?
anyway, as for the .ofs ArchiveManager i think it should be easy to disable it, my guess is that there is some preprocessor def or flag that should be set to FALSE, i didn't investigate into it but i remember that ogitor had an option to use a regular FileSYSTEM
apparently he does, he mentioned win10/vs14 so maybe its a windows 10 sdk issueOk thats strange, because I have no problems Visual Studio 2015 and DX9 with Ogre 1.10
does the sampleBrowser work? if no then its ogre's fault, other wise its a problem in your projectBut I have issues with the RTShaderSystem. As soon as I initialize and use the RTShaderSystem I get the following exception
if its a problem in your code i suggest you put it in another post with a proper log file and your RTShaderSystem related code
you can also search the forum for this error...
mmm....GL/DX9 render systems initialize RTShaderSystem automatically, you should'nt do anything about it
with GL3+/DX11 you should initialize RTShaderSystem manually
my guess is that RTshaderSystem shaders are not loaded for some reason( bad/old paths or whatever... )
once you get your engine running with ogre1.10 i suggest you consider replacing fixed function materials( RTShaderSystem ) with the HLSM-PBR materials, they look much much much better but are a bit heavier on the gpu
you can still use RTShaderSystem for meshes that don't need to look good in order to maintain better performance
i use the snipplet from 'al2590' as guide line to automate the procedure http://www.ogre3d.org/forums/viewtopic.php?f=25&t=91530...the result looks better than with RTShaderSystem materials even without artist fine tuning
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- Hobgoblin
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
My operating system is also win10 and vs14...apparently he does, he mentioned win10/vs14 so maybe its a windows 10 sdk issue
I think Its the combination of CG shader, that I use. CG is no more supported. So I will have to clean everything. The problem is, that most of the Ogre compositors use CG in combination with GLSL or pssm shadows etc. so I do not know which CG section I can remove and which not. Its strange, that Ogre1.10 does not support CG shader anymore, but there are still everywere CG artifacts.But I have issues with the RTShaderSystem. As soon as I initialize and use the RTShaderSystem I get the following exception
Do you know, how shadows to work with HLSM-PBR? Because I uses pssm shadows from RTShaderSystem.i suggest you consider replacing fixed function materials( RTShaderSystem ) with the HLSM-PBR materials, they look much much much better but are a bit heavier on the gpu
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
I did not test it with D3D9 lately, but with OpenGL Cg is still supported and works fine.Lax wrote: CG is no more supported.
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
Its because in Ogre1.10 material-system CG is not supported anymore, but CG is like a cancer spread all over the shader scripts, almost all Compositor effects are using CG.... I see in the log, that the PSSM/shadow_caster has no supported techniques, its because they are written in CG.
The whole RTShaderSystem does also not work anymore.
So the question is: Is there a CG free media folder available, that does work either with HLSL or GLSL?
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Re: RenderSystem_Direct3D9.dll does not work with Ogre 1.10
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