[VS/Win] Snapshot 12.03.2016

Discussion area about developing or extending OGRE, adding plugins for it or building applications on it. No newbie questions please, use the Help forum for that.
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Minaton
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Re: [VS/Win] Snapshot 26.01.2013

Post by Transporter »

mentor93 wrote:Could you upload boost-rev82360-vc110-x64-05.01.2013.7z again, please?
boost-rev82360-vc110-x64-05.01.2013.7z

Changelog:
  • freetype 2.4.11 (Last commit: Fri Jan 25 23:33:00 2013 -0500)
  • glsl-optimizer (Last commit: Sat Jan 12 01:03:00 2013 -0800)
  • hlsl2glsl (Last commit: Wed Jan 23 13:12:17 2013 +0200)
  • boost version 1.53 revision 82622 (2013-01-26 04:59:06 +0100 (Sa, 26. Jan 2013))
  • ogre (Last changeset: 4257:d9a4767379c6 (Sat Jan 26 01:40:38 2013 -0600))
  • assimp version 3.0.1264 (Last commit: Fri Jan 25 19:08:10 2013 +0100)
  • Ogre Prodcedural version: 0.3unstable (Last changeset: 517:3996d53d0557 (Fri Jan 25 23:01:23 2013 +0100))
  • Update+Bugfix Frameworks (thx Ultradark)
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mentor93
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Re: [VS/Win] Snapshot 26.01.2013

Post by mentor93 »

Thanks :)

EDIT:
Hm, I hoped that I would find libboost_thread-vc110-mt-gd-1_49.lib and libboost_date_time-vc110-mt-gd-1_49.lib in this package. Any idea where can I get those?
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ls129
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Re: [VS/Win] Snapshot 26.01.2013

Post by ls129 »

fyi, this thread should go on the wiki tutorials page. I've spent several days trying to get find precompiled Ogre sdk and demos working in VS2010 x64. The wiki examples and most frameworks are out of sync. Anyone wanting a quick intro to Ogre wont find any joy through the wiki. the only thing that works is the updated framework on this thread and madmarx samples with some x64 tweaking. One little thing that doesn't work with the updated framework, is that when compiling for 64-bit need to set Project Properties -> General -> Platform Toolset => Windows7.1SDK
without this, the linker complains of missing kernel32.lib
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Re: [VS/Win] Snapshot 26.01.2013

Post by ls129 »

btw: why is RenderSystem_GL not pre-compiled? I'm getting errors on Windows7 when trying to use RenderSystem_GL3Plus.
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Re: [VS/Win] Snapshot 26.01.2013

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mentor93 wrote:Hm, I hoped that I would find libboost_thread-vc110-mt-gd-1_49.lib and libboost_date_time-vc110-mt-gd-1_49.lib in this package. Any idea where can I get those?
http://sourceforge.net/projects/boost/f ... st/1.49.0/
ls129 wrote:btw: why is RenderSystem_GL not pre-compiled? I'm getting errors on Windows7 when trying to use RenderSystem_GL3Plus.
RenderSystem_GL has been disabled in building under windows by default from the ogre team!? GL3+ is still experimental.
ls129 wrote:fyi, this thread should go on the wiki tutorials page. I've spent several days trying to get find precompiled Ogre sdk and demos working in VS2010 x64. The wiki examples and most frameworks are out of sync. Anyone wanting a quick intro to Ogre wont find any joy through the wiki. the only thing that works is the updated framework on this thread and madmarx samples with some x64 tweaking. One little thing that doesn't work with the updated framework, is that when compiling for 64-bit need to set Project Properties -> General -> Platform Toolset => Windows7.1SDK
without this, the linker complains of missing kernel32.lib
Thanks a lot! I'll check the frameworks aggain during the next build. I don't have to change the Platform Toolset.
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Re: [VS/Win] Snapshot 26.01.2013

Post by Kojack »

GL3+ is still experimental.
As is the unstable Ogre 1.9 branch where GL3 lives.
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Re: [VS/Win] Snapshot 26.01.2013

Post by Transporter »

Kojack wrote:
GL3+ is still experimental.
As is the unstable Ogre 1.9 branch where GL3 lives.
I know that I use the dev branch and there are a lot of errors. For example the material scripts (https://ogre3d.atlassian.net/browse/OGRE-140) are not working well. I can test OGRE on up to 5 different computer systems.
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Re: [VS/Win] Snapshot 26.01.2013

Post by Kojack »

The GL3+ system is not going to be the default in the 1.9 release (well, probably not, depending on how testing goes), it's just the default now while in development.

Any testing info on the samples is cool, especially for different graphics cards or operating systems. I do nvidia and amd testing reports, but only for windows.

The 140 bug report has an ogre log that shows that no cg or hlsl shader could be found on disk. This would mean that either the Samples/Media/materials/programs directory has a problem (is missing or empty) or the resources.cfg is wrong.
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Re: [VS/Win] Snapshot 26.01.2013

Post by Transporter »

Kojack wrote:The 140 bug report has an ogre log that shows that no cg or hlsl shader could be found on disk. This would mean that either the Samples/Media/materials/programs directory has a problem (is missing or empty) or the resources.cfg is wrong.
I know. Someone switched the structure to
  • programs
    • Cg
    • GLSL
    • GLSL150
    • GLSL400
    • GLSLES
    • HLSL
without fixing all resources links. In 1.8 branch all files are in programs directory.
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Re: [VS/Win] Snapshot 26.01.2013

Post by holocronweaver »

I realize this thread is geared towards Windows, but I am on Ubuntu and would like to use your revised TutorialFramework for Ogre 1.9. I tried simplemindedly replacing my *.h and *.cpp files with yours, but I am still getting the error:

Code: Select all

/usr/local/include/OGRE/SdkTrays.h:32:31: fatal error: OgreOverlaySystem.h: No such file or directory
Do I need to modify the tutorial framework CMake file as well? If so, what sort of modification do I need?
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Re: [VS/Win] Snapshot 26.01.2013

Post by Transporter »

holocronweaver wrote:I realize this thread is geared towards Windows, but I am on Ubuntu and would like to use your revised TutorialFramework for Ogre 1.9. I tried simplemindedly replacing my *.h and *.cpp files with yours, but I am still getting the error:

Code: Select all

/usr/local/include/OGRE/SdkTrays.h:32:31: fatal error: OgreOverlaySystem.h: No such file or directory
Do I need to modify the tutorial framework CMake file as well? If so, what sort of modification do I need?
Yes, you have to modify modify the tutorial framework CMake file.
CMakeLists.txt
tutorial framework CMake file
(7.72 KiB) Downloaded 1854 times
The main interesting part is:

Code: Select all

if ((${OGRE_VERSION} VERSION_EQUAL "1.9.0") OR (${OGRE_VERSION} VERSION_GREATER "1.9.0"))
	include_directories(${OGRE_Overlay_INCLUDE_DIR})
	target_link_libraries(${APPLICATION_NAME} ${OGRE_Overlay_LIBRARIES})
endif()
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holocronweaver
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Re: [VS/Win] Snapshot 26.01.2013

Post by holocronweaver »

Thanks! That got me past compilation. Now I just need to figure out why a core dump occurs on execution.

BTW, your CMakeLists.txt has a tiny bug on line 206 in the final UNIX block:

Code: Select all

install(TARGETS OgreApp
which I believe should be:

Code: Select all

install(TARGETS ${APPLICATION_NAME}
I am guessing you never noticed this because you don't build on Linux, but in case you ever do, there you go!
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Re: [VS/Win] Snapshot 26.01.2013

Post by Transporter »

holocronweaver wrote:BTW, your CMakeLists.txt has a tiny bug on line 206 in the final UNIX block:

Code: Select all

install(TARGETS OgreApp
which I believe should be:

Code: Select all

install(TARGETS ${APPLICATION_NAME}
I am guessing you never noticed this because you don't build on Linux, but in case you ever do, there you go!
:D Thanks!
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Re: [VS/Win] Snapshot 10.02.2013

Post by Transporter »

Changelog:
  • freetype 2.4.11 (Last commit: Fri Feb 8 12:49:41 2013 +0100)
  • hlsl2glsl (Last commit: Thu Jan 31 12:41:14 2013 +0200)
  • boost version 1.54 revision: 82801 (2013-02-10 01:41:13 +0100 (So, 10. Feb 2013))
  • ogre (Last changeset: 4331:59f102704481 (Sun Feb 10 01:30:06 2013 -0600))
  • assimp version 3.0.1264 (Last commit: Sat Feb 9 16:06:45 2013 -0800)
  • MyGUI version 3.2.0 revision: 5197 (2013-02-01 23:29:09 +0100 (Fr, 01. Feb 2013))
  • Ogre Prodcedural version: 0.3unstable (Last changeset: 525:4e65867bfcec (Sat Feb 09 13:12:19 2013 +0100))
  • Updates for the frameworks (CMake + VS)
Only in this release there are prebuild SDKs of OGRE 1.8.2 for VS2010 and VS2012!
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TUTORIAL

Post by Transporter »

I've been asked a few times how to use my prebuild SDKs. In this tutorial I'll show how to use OGRE 1.8.2 + boost 1.54 + TutorialFramework on Win7x64 + VS2012.
  1. Download the required packages from the first posting of this topic.
    Image
  2. Extract the packages where ever you like. (I've choosen Extract here)
  3. Copy/Use the TutorialFramework folder from the extracted frameworks to a new location for a new application.
  4. Navigate to msvc subfolder of the new location.
    Image
  5. Open the Visual Studio Property Page OGRE.props in a text editor of your choice.
    Image
  6. Set the correct path of OGRE and boost for OGRE_HOME (line 5) and BOOST_HOME (line 6) and save the file.
  7. Open TutorialFramework.2010.sln if you use Microsoft Visual Studio 2010 or TutorialFramework.2012.sln if you use Microsoft Visual Studio 2012.
  8. Select the configuration of your choice (for example Debug|x64) and run the application.

If you like to use 32 and 64 bit you have to download all four packages (Ogre x86, Ogre amd64/x64, boost x86, boost amd64/x64). You can use variables in OGRE.props to set the correct path:

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    <OGRE_HOME>D:\OGRE\OGRE-SDK-1.8.2-vc$(PlatformToolsetVersion)-$(PlatformShortName)-09.02.2013</OGRE_HOME>
    <BOOST_HOME>D:\OGRE\boost-1.54-rev82801-vc$(PlatformToolsetVersion)-$(PlatformShortName)-10.02.2013</BOOST_HOME>
$(PlatformShortName) is a Visual Studio Variable and contains the target architecture:
  • VS2010
    • 32 bit: x86
    • 64 bit: amd64
  • VS2012
    • 32 bit: x86
    • 64 bit: x64
You can also replace $(PlatformToolsetVersion) by 100 (VS2010) or 110 (VS2012). I use this variable to have a property page for both versions of Visual Studio at once.
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Re: [VS/Win] Snapshot 10.02.2013

Post by plucked »

Your Dropbox provided links are not working ("This account's public links are generating too much traffic and have been temporarily disabled!"). Can you post them somewhere else?
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Re: [VS/Win] Snapshot 10.02.2013

Post by Transporter »

plucked wrote:Your Dropbox provided links are not working ("This account's public links are generating too much traffic and have been temporarily disabled!"). Can you post them somewhere else?
Dropbox told me that 20 GB traffic has been created. I don't belive that, but I can't change. I'm uploading the files to Google Drive but I still need a few hours to finish them.
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Re: [VS/Win] Snapshot 10.02.2013

Post by saejox »

Thank you for the compiled Dependencies.

There is a small problem i like to mention.
Dependencies are not build targeted v110_xp. Particularity OIS.
OIS doesn't run in XP without targeting XP explicitly because it uses some Win32 api calls.

If you face an error like "GetTickCount64 not found in Kernel32.dll" know that this is the issue.
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Re: [VS/Win] Snapshot 10.02.2013

Post by Transporter »

saejox wrote:Dependencies are not build targeted v110_xp. Particularity OIS.
Yes, feel free to compile it again. Source is included. Sorry, but I can't compile each possible configuration, so I've choosen a config which is working for me on Windows 7.
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Re: [VS/Win] Snapshot 10.02.2013

Post by saejox »

Transporter wrote:
saejox wrote:Dependencies are not build targeted v110_xp. Particularity OIS.
Yes, feel free to compile it again. Source is included. Sorry, but I can't compile each possible configuration, so I've choosen a config which is working for me on Windows 7.
I didn't want to be critical. :(

Problem is Cmake still does not have option for v110_xp toolset. Unless its changed by hand in project, programs does not run in WinXP.
Just a quick helper for people targeting windows XP and above.
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Re: [VS/Win] Snapshot 10.02.2013

Post by Transporter »

saejox wrote:I didn't want to be critical. :(
Don't worry I understand what you mean. :wink:
saejox wrote:Problem is Cmake still does not have option for v110_xp toolset. Unless its changed by hand in project, programs does not run in WinXP.
Just a quick helper for people targeting windows XP and above.
You can build for WinXP with CMake if you have an old XP SDK (try Visual Studio 2008). There are a few articles about targeting WinXP: You can control must of the WinSDK function through _WIN32_WINNT definition. You can try setting

Code: Select all

_WIN32_WINNT=0x0502
in preprocessor definitions to create a WinXP build.
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Re: [VS/Win] Snapshot 10.02.2013

Post by saejox »

No need for old compiler for xp support. I like c++11 so much i can't go back anymore.
Luckily, VS2012 Update 1 has XP targeting, but every old DLL needs to be recompiled with XP targeting.
Version macro has no effect in VS2012, and CMAKE still doesn't support toolset change. It's manual changing toolset for all dynamic libs.

That way my game has same exe that works in all windows versions.
And i don't sacrifice c++11.

Code: Select all

for(auto &i : my_map) // so great 
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Re: [VS/Win] Snapshot 16.02.2013

Post by Transporter »

Changelog:
  • glsl-optimizer (Last commit: Fri Feb 15 10:37:23 2013 +0200)
  • boost version 1.54 revision: 82919 (2013-02-16 03:48:46 +0100 (Sa, 16. Feb 2013))
  • ogre (Last changeset: 4378:423a06f4eb1c (Sat Feb 16 01:00:36 2013 -0600))
  • assimp version 3.0.1264 (Last commit: Fri Feb 15 01:01:08 2013 +0100)
  • Ogre Prodcedural version: 0.3.0 unstable (Last changeset: 05fe3c593dc1 (Sat Feb 16 2013 ))
  • New Framework for a pure winapi window with menu
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Re: [VS/Win] Snapshot 16.02.2013

Post by rozn »

Great idea with this sits. Nice to find everything in the same place! Would it be possible to add packaoges for WinRT and WP8??

Keep up the good work!

/ Magnus


Sent from my Surface
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Re: [VS/Win] Snapshot 16.02.2013

Post by Transporter »

rozn wrote:Great idea with this sits. Nice to find everything in the same place!
Thanks a lot!
rozn wrote:Would it be possible to add packaoges for WinRT and WP8??
Sure, if you build them or give me a WP8 phone :lol:

I build only the packages I use. And I don't have Win8 and a WP8 phone. The 1.8.2 SDK is just a side product because I can run the same build script as on 1.9.0. I have a few batch files to update all sources, build everything and create the packages. Have a look at the build instructions for WinRT and WP8. They are "complicated", so a full batch scripting is not working. As long as I don't use WinRT/WP8 I have no reason to start such a time intensive project like compiling for this platforms.
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