iPhone Port

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masterfalcon
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iPhone Port

Post by masterfalcon »

Hey everybody,

The patch is in trunk and ready for testing. I'll keep hammering on it. Starting with input and bugs then moving on to performance.

Dependencies can be downloaded from https://sourceforge.net/projects/ogre/f ... g/download

Building instructions are in BuildingWithCMake.txt and I'll put them up on the wiki soon.

Enjoy!

Masterfalcon
Shadow007
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Re: iPhone Port

Post by Shadow007 »

Well done !! I've no IPhone to use it, but I think it is a very welcome addition !!
Congrats to you for becoming also a new Team Member !!
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Re: iPhone Port

Post by Wolfmanfx »

Congrats! Gonna test it tonight :)
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xadhoom
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Re: iPhone Port

Post by xadhoom »

Very interesting! :)
Thank you!
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boyamer
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Re: iPhone Port

Post by boyamer »

Thank you very much,you have to join ogre team as IPhone maintainer :)

Is there any example ready to use?

guide?
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DanielSefton
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Re: iPhone Port

Post by DanielSefton »

Awesome!

I might have to change our plans and create a 3D game. :D I'll probably test it tonight as well.

And grats on becoming a team member!
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masterfalcon
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Re: iPhone Port

Post by masterfalcon »

I thought I should also list known issues and things on the TODO list. So here ya go!

Several Demos will not work due to limitations of OpenGL ES 1.x
CelShading
Dot3Bump
Fresnel
Isosurf
ParticleGS
VolumeTex
Water

BUGS:
- Landscape Right takes a small performance hit
- Cocoa and Carbon are still added to include dirs
- X and Y input are reversed when in landscape orientation
- DynTex demo doesn't render textures

TODO:
- FBO RenderTexture implementation
- Input
- Multi-touch and accelerometer input
- SIMD optimizations
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boyamer
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Re: iPhone Port

Post by boyamer »

Well i think first thing would be to move out to OPenGL ES 2.0,and after then bug fixing,correct me if i'm wrong.
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Re: iPhone Port

Post by sinbad »

boyamer wrote:Well i think first thing would be to move out to OPenGL ES 2.0,and after then bug fixing,correct me if i'm wrong.
Since GLES 1.1 works on both the iPhone 3G (40m user base) and the 3GS, I think making sure the 1.1 rendersystem is complete is more important than moving on to the 3GS-only GLES 2.0 just yet.
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masterfalcon
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Re: iPhone Port

Post by masterfalcon »

I agree with sinbad on this one. In addition to the currently much larger installed user base, there are things that are more important to work on at the moment(input and performance for example).

Getting the port to a state that it can be used to produce usable games takes precedence over the 2.0 rendersystem for now. Fear not though, I'm already doing some engineering design for OpenGL ES 2.
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Re: iPhone Port

Post by warmi »

Not a really big deal but you might want to change iPhone/OgreTimer.cpp to use mach_absolute_time() - it will bring it to the level of QueryPerformanceCounter on Win32.

Here is a link with some details how to handle mach_absolute_time():

http://shiftedbits.org/2008/10/01/mach_ ... he-iphone/


BTW. Is Ogre by default using pbuffers ? I see your code is using pbuffers ... every iPhone out there already fully supports fbos ( which imho are much better option)
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masterfalcon
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Re: iPhone Port

Post by masterfalcon »

Ya, FBO support is on my list of higher priority items. I have it partially implemented at the moment.

I'll take a look into OgreTimer later tonight and see how things are being handled.
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Re: iPhone Port

Post by jonnys »

Its good to hear that an iPhone port is being officially developed for Ogre (even though I cant test it :( ). Keep up the good work guys!

I have a question though since, the iPhone port uses a GLES 1.1 render system, does that mean that ogre can be theoretically ported to any other platform that supports GLES 1.1 (e.g Pandora box or a Symbian phone, or an Android phone or even the PS3 :shock: )??

From Wikipedia http://en.wikipedia.org/wiki/OpenGL_ES
OpenGL ES 1.0 has been chosen as the official 3D graphics API in Symbian OS[2] and the Android platform[3].
OpenGL ES 1.0 plus some features of 2.0 and Cg are supported by the Playstation 3 as one of official graphics APIs [4] (the other one being low level libgcm library).
OpenGL ES 1.1[5] is used as the 3D library for the iPhone SDK.[6]
OpenGL ES 2.0 will be used as the 3D library for the Pandora console and iPhone SDK 3.0 (only confirmed for the iPhone 3GS, due to hardware changes required to support OpenGL ES 2.0). It is also rumored that Windows Mobile 7 [7] from Microsoft will also support OpenGL ES 2.0.
BTW Can this iPhone port run on an iPod Touch too ?
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masterfalcon
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Re: iPhone Port

Post by masterfalcon »

jonnys wrote:I have a question though since, the iPhone port uses a GLES 1.1 render system, does that mean that ogre can be theoretically ported to any other platform that supports GLES 1.1 (e.g Pandora box or a Symbian phone, or an Android phone or even the PS3 :shock: )??
Actually Symbian is already supported. I hope I didn't break it, but I don't have hardware to test it on. I don't know if anyone is working on Pandora or Android. Someone would probably need access to PS3 dev hardware to do that port.
jonnys wrote:BTW Can this iPhone port run on an iPod Touch too ?
Absolutely! I've done a lot of testing on a 1st gen Touch.
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Re: iPhone Port

Post by sanfir »

A move I was waiting for, IPhone support using my favorite engine :)
At least now I would no longer check Torque's IPhone support

Thank you Masterfalcon
I'll test it ASAP
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Re: iPhone Port

Post by boyamer »

Which version of OpenGLES do i have to download? and from where?
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Re: iPhone Port

Post by DanielSefton »

boyamer wrote:Which version of OpenGLES do i have to download? and from where?
Did you read the thread? Once you've done that, use Google. :P
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Re: iPhone Port

Post by warmi »

masterfalcon wrote:I
- SIMD optimizations

You might find these sites helpfull:

http://code.google.com/p/lxt-math/

http://code.google.com/p/vfpmathlibrary/
rbgames
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Re: iPhone Port

Post by rbgames »

This is excellent! We just published a pair of titles for the iPhone using Unity, and although it's a great engine, I have been looking for C++/Obj-C 3D engine to increase performance and decrease binary size.

Keep it up!

RBGames
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Re: iPhone Port

Post by rbgames »

Followed the instructions in BuildWithCMake.txt, everything built fine. The samples compile but when I deploy/run on the simulator I get an immediate crash:
Symbol not found: _CFXMLNodeGetInfoPtr
Referenced from: /System/Library/Frameworks/Security.framework/Versions/A/Security
Expected in: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation

Am I missing a necessary framework in the project perhaps?

Thanks,

RBGames
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masterfalcon
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Re: iPhone Port

Post by masterfalcon »

rbgames wrote:Followed the instructions in BuildWithCMake.txt, everything built fine. The samples compile but when I deploy/run on the simulator I get an immediate crash:
Symbol not found: _CFXMLNodeGetInfoPtr
Referenced from: /System/Library/Frameworks/Security.framework/Versions/A/Security
Expected in: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
That's a very strange error. Do you have problems running any other apps in the simulator? My gut tells me that you may need to either remove and reinstall Xcode or Archive and Install OS X.
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Re: iPhone Port

Post by rbgames »

No other problems, I can build and compile both template based XCode iPhone projects as well as projects based on the Oolong and Cocos2D engines to the simulator and device.

Perhaps I am missing some other dependency although I followed the instructions for cmake.

I've tried a few times from scratch, I checkout a fresh ogre trunk from svn, copy the iPhoneDependencies into the ogre folder, then follow the BuildWithCMake instructions for XCode with iPhone. Once it's finished, I open the ogre xcode project and compile for debug 3.0 / simulator. Any other steps as far as the dependencies?

You don't need to include any of the iPhone SDK framework into the project or anything else you can think of? I really want to start working with it. Thanks for the help, I'll walk through it again and see if there is something I missed.

Thanks,

RBGames
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masterfalcon
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Re: iPhone Port

Post by masterfalcon »

rbgames wrote:No other problems, I can build and compile both template based XCode iPhone projects as well as projects based on the Oolong and Cocos2D engines to the simulator and device.

Perhaps I am missing some other dependency although I followed the instructions for cmake.

I've tried a few times from scratch, I checkout a fresh ogre trunk from svn, copy the iPhoneDependencies into the ogre folder, then follow the BuildWithCMake instructions for XCode with iPhone. Once it's finished, I open the ogre xcode project and compile for debug 3.0 / simulator. Any other steps as far as the dependencies?

You don't need to include any of the iPhone SDK framework into the project or anything else you can think of? I really want to start working with it. Thanks for the help, I'll walk through it again and see if there is something I missed.

Thanks,

RBGames
What OS and Xcode versions are you using?
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Re: iPhone Port

Post by rbgames »

Well I made some progress. XCode 3.1.3 and OS - 10.5.7

They now build and run on the simulator, I am not sure what I did differently this time around, perhaps I forgot the fix links path script. However, the screen is black after the default.png and loading spinner goes away, although I do see the engine and resources get initialized in the debug console. So I'm getting somewhere at-least.

RBGames
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Re: iPhone Port

Post by Wolfmanfx »

Code: Select all

CPU Identifier & Features
-------------------------
 *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     P7350  @ 2.00GHz
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
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-------------------------
GLESRenderSystem::_createRenderWindow "OGRE Render Window", 0x0 windowed  miscParams: FSAA=0 displayFrequency= orientation=480 x 320 
[Switching to process 28422 thread 0x3a07]
unable to read unknown load command 0x22
GL_VERSION = OpenGL ES-CM 1.1 APPLE
GL_VENDOR = Apple Computer, Inc.
GL_RENDERER = Apple Software Renderer
GL_EXTENSIONS = GL_APPLE_texture_2D_limited_npot GL_EXT_blend_minmax GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_IMG_read_format GL_IMG_texture_compression_pvrtc GL_IMG_texture_format_BGRA8888 GL_OES_blend_equation_separate GL_OES_blend_func_separate GL_OES_blend_subtract GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_draw_texture GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_mapbuffer GL_OES_matrix_palette GL_OES_point_size_array GL_OES_point_sprite GL_OES_read_format GL_OES_rgb8_rgba8 GL_OES_stencil8 GL_OES_texture_mirrored_repeat 
EXT: GL_APPLE_texture_2D_limited_npot
EXT: GL_EXT_blend_minmax
EXT: GL_EXT_texture_filter_anisotropic
EXT: GL_EXT_texture_lod_bias
EXT: GL_IMG_read_format
EXT: GL_IMG_texture_compression_pvrtc
EXT: GL_IMG_texture_format_BGRA8888
EXT: GL_OES_blend_equation_separate
EXT: GL_OES_blend_func_separate
EXT: GL_OES_blend_subtract
EXT: GL_OES_compressed_paletted_texture
EXT: GL_OES_depth24
EXT: GL_OES_draw_texture
EXT: GL_OES_fbo_render_mipmap
EXT: GL_OES_framebuffer_object
EXT: GL_OES_mapbuffer
EXT: GL_OES_matrix_palette
EXT: GL_OES_point_size_array
EXT: GL_OES_point_sprite
EXT: GL_OES_read_format
EXT: GL_OES_rgb8_rgba8
EXT: GL_OES_stencil8
EXT: GL_OES_texture_mirrored_repeat
**************************************
*** OpenGL ES 1.x Renderer Started ***
**************************************
Registering ResourceManager for type GpuProgram
GL ES: Using PBuffers for rendering to textures
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL ES 1.x Rendering Subsystem
GPU Vendor: apple
Device Name: Apple Software Renderer
Driver Version: 0.0.0.0
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 * Supported Shader Profiles:
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   - PVRTC: yes
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: yes
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 * Multiple Render Targets: 1
   - With different bit depths: no
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 511
 * Vertex texture fetch: no
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 * Number of texture units: 8
 * Stencil buffer depth: 0
 * Number of vertex blend matrices: 0
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 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: no
 * GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread 0x4d29510.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x4d6bdc0 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x4d6c040 starting.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group Bootstrap
Parsing script OgreCore.material
Parsing script OgreProfiler.material
Parsing script Ogre.fontdef
Parsing script OgreDebugPanel.overlay
Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
Font BlueHighwayusing texture size 512x512
Info: Freetype returned null for character 127 in font BlueHighway
Info: Freetype returned null for character 128 in font BlueHighway
Info: Freetype returned null for character 129 in font BlueHighway
Info: Freetype returned null for character 130 in font BlueHighway
Info: Freetype returned null for character 131 in font BlueHighway
Info: Freetype returned null for character 132 in font BlueHighway
Info: Freetype returned null for character 133 in font BlueHighway
Info: Freetype returned null for character 134 in font BlueHighway
Info: Freetype returned null for character 135 in font BlueHighway
Info: Freetype returned null for character 136 in font BlueHighway
Info: Freetype returned null for character 137 in font BlueHighway
Info: Freetype returned null for character 138 in font BlueHighway
Info: Freetype returned null for character 139 in font BlueHighway
Info: Freetype returned null for character 140 in font BlueHighway
Info: Freetype returned null for character 141 in font BlueHighway
Info: Freetype returned null for character 142 in font BlueHighway
Info: Freetype returned null for character 143 in font BlueHighway
Info: Freetype returned null for character 144 in font BlueHighway
Info: Freetype returned null for character 145 in font BlueHighway
Info: Freetype returned null for character 146 in font BlueHighway
Info: Freetype returned null for character 147 in font BlueHighway
Info: Freetype returned null for character 148 in font BlueHighway
Info: Freetype returned null for character 149 in font BlueHighway
Info: Freetype returned null for character 150 in font BlueHighway
Info: Freetype returned null for character 151 in font BlueHighway
Info: Freetype returned null for character 152 in font BlueHighway
Info: Freetype returned null for character 153 in font BlueHighway
Info: Freetype returned null for character 154 in font BlueHighway
Info: Freetype returned null for character 155 in font BlueHighway
Info: Freetype returned null for character 156 in font BlueHighway
Info: Freetype returned null for character 157 in font BlueHighway
Info: Freetype returned null for character 158 in font BlueHighway
Info: Freetype returned null for character 159 in font BlueHighway
Info: Freetype returned null for character 160 in font BlueHighway
Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Parsing script OgreLoadingPanel.overlay
Finished parsing scripts for resource group Bootstrap
Parsing scripts for resource group General
Parsing script Examples.program
Parsing script StdQuad_vp.program
Parsing script deferred.glsl.program
Parsing script deferred.hlsl.program
Parsing script deferred.program
Parsing script deferred_post_ambient.program
Parsing script deferred_post_debug.glsl.program
Parsing script deferred_post_debug.hlsl.program
Parsing script deferred_post_debug.program
Parsing script deferred_post_minilight.glsl.program
Parsing script deferred_post_minilight.hlsl.program
Parsing script deferred_post_minilight.program
Parsing script deferred_post_multipass.glsl.program
Parsing script deferred_post_multipass.hlsl.program
Parsing script deferred_post_onepass.glsl.program
Parsing script deferred_post_onepass.hlsl.program
Parsing script deferred_post_vs.program
Parsing script ASCII.material
Parsing script ASMSwizzle.material
Compiler error: object unsupported by render system in ASMSwizzle.material(1)
Parsing script BlackAndWhite.material
Parsing script Bloom.material
Parsing script Bloom2.material
Parsing script CGSwizzle.material
Parsing script DepthShadowmap.material
Parsing script Dither.material
Parsing script DOF.material
Parsing script Embossed.material
Parsing script Example-DynTex.material
Parsing script Example-Water.material
Parsing script Example.material
Parsing script Examples-Advanced.material
Compiler error: object unsupported by render system in Examples-Advanced.material(413)
Parsing script facial.material
Parsing script Glass.material
Parsing script GLSLSwizzle.material
Parsing script Halftone.material
Parsing script hdr.material
Parsing script HeatVision.material
Parsing script Hurt.material
Parsing script instancing.material
Parsing script Invert.material
Parsing script IsoSurf.material
Parsing script Laplace.material
Parsing script MotionBlur.material
Parsing script MRTtest.material
Parsing script NightVision.material
Parsing script Ocean.material
[Switching to process 28422 thread 0x420b]
Parsing script OffsetMapping.material
Compiler error: object unsupported by render system in OffsetMapping.material(18)
Parsing script Ogre.material
Parsing script OldMovie.material
Parsing script OldTV.material
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Parsing script SharpenEdges.material
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Parsing script deferred_post_ambient.material
Parsing script deferred_post_debug.material
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Parsing script Example.particle
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Parsing script Example-DynTex.overlay
Parsing script Example-Water.overlay
Parsing script Shadows.overlay
Finished parsing scripts for resource group General
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Texture: BumpyMetal.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
*** Initializing OIS ***
Assertion failed: ((min.x <= max.x && min.y <= max.y && min.z <= max.z) && "The minimum corner of the box must be less than or equal to maximum corner"), function setExtents, file /Users/wolfman/Ogre/iphone/OgreMain/include/OgreAxisAlignedBox.h, line 253.
Hi,
every sample stops after the loading screen due this exception.
System spec OSX 10.5.7 3.1 iphone sdk and compiled for 3.1 simulator
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