RenderMonkey -> Ogre exporter goes opensource

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buddy
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RenderMonkey -> Ogre exporter goes opensource

Post by buddy »

Hi everyone. I would like to announce that our shader exporter for rendermonkey goes opensource in about two weeks and will be fully available for community. We would like to delegate further development and support of this software to the community.
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Post by :wumpus: »

This is great news!
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Post by pjcast »

yes sounds awesome! (perhaps I will start playing around with shaders now :) )
Have a question about Input? Video? WGE? Come on over... http://www.wreckedgames.com/forum/
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Post by Manuel »

Great news!!!! :P :P
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Post by skullfire »

awesome awesome! Though i dont think ill be touching any of those...just wonder around the code to see if i can understand anything at all :p
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Post by BlasterN »

I have to wait.

I see a few bugs, I will track all thing that I see bad & try to post it or recoded the exporter, who knows?
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MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
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Post by joi »

thank you! that will help a great deal!
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wonderful

Post by sydme »

wow,I am studying shader.
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Post by Raine3D »

A GREAT addition to the community! A full-fledged material editor is something any rendering engine can benefit from. Your generosity is appreciated.
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so it goes

Post by buddy »

You can download source code (MIT license) from plugin page. Project files provided for msvc71.
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Post by jmonw »

Excellent! Thanks very much!
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Post by jacmoe »

Damn.
I missed the opportunity - the VS site it down now :?

Anyone has it? :)
This really should be hosted somewhere...
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Post by nfz »

I have a couple versions of the dll and I can host the download for a little while. I'll post back when the download is setup. If someone has the source, I can host that too until we work out if this can be put in ogreaddons.
Last edited by nfz on Mon Oct 03, 2005 12:41 am, edited 1 time in total.
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Post by nfz »

I talked to Sinbad and he has given the go ahead to put the source in ogreaddons. But now there is a small problem. The source of the plugin that I downloaded, when it was first made available , has some missing files so I can't build the plugin. If someone has the complete source they can email it to me (through the email link below) and I will have it added to ogreaddons.

In the mean time, you can download the exe plugin from here: http://neuralfuzz.com/opengl/RmOgreExporter.dll

Place the plugin dll in RenderMonkey 1.6\Plugins directory.
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Post by Whitebear »

I missed the opportunity - the VS site it down now
???
I've just downloaded the source from http://www.veritablesoft.com without a problem.
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Post by nfz »

Excellent. For many weeks it has not been unreachable.
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Post by jacmoe »

Put it in ogreaddons asap! :)
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Post by nfz »

I sent them an email and I'm waiting for a reply before I set it up in ogreaddons. Although they stated that the source license is MIT, I would still like to get their blessing.
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Post by haffax »

Isn't the MIT license a blessing? I mean, they can't be any clearer in that it is allowed to republish their code.
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Post by jacmoe »

It's clear enough - but some courtesy isn't gonna hurt anyone. :wink:
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MIT license and blessing

Post by buddy »

Hello folks. Unfortunately these days we have much work to do and no one checked veritablesoft's email box for some time (sorry :)).

The code is indeed under MIT license, and I am actually the guy who has copyright (the first name in license.txt). You are blessed to use the code for whatever purpose just as MIT license says, if you will include that license text and copyright notice in all further copies or substantial portions of software. :)
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Post by MrCarbohydrate »

*bump*
Is the RM plugin supposed to be in Ogre CVS? I've been at looking in ogreaddons but can't find it...
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Post by nfz »

Sorry about that, I did forget. I have the source but haven't had a chance to test it. I'll set it up in ogreaddons now but no guarantees that it works as is. It should since its a direct download from the site and I haven't touched it.
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Post by nfz »

After reviewing the source and its dependencies there are some issues. It uses Boost and Loki which I don't have a problem with but the zip includes the full Boost and Loki source and I don't want to put those in cvs. This means restructuring the paths in the project files and probably setting up some environment variables that point to the locations of Boost and Loki. The other issue is that the zip contains the headers and libs for the RenderMonkey SDK. I can't put these on sourceforge but if you have RM 1.6 then you already have the SDK. So, its just a matter of getting Boost and Loki as dependencies in order to build the plugin.

The RM to Ogre plugin source will be put into OgreAddons but initially you won't be able to build untill you setup the proper paths to the dependencies. I'll get around to fixing the vcproj and making a build document but it will be at least a week. If someone is upto the challenge of being a maintainer of this Ogre addon, PM me and we'll work out cvs dev access.
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Post by nfz »

The source is now in OgreAddons cvs under RmOgreExporter. I fixed up the VC7.1 solution and project files to work with the modified layout of the source and header files.

There are 3 environment variables and 3 dependencies to setup so that the project can be built.

BOOST_PATH has to point to the directory where Boost is installed. You can get Boost from here.

RM_PATH has to point to the directory where RenderMonkey is intalled. Get RM from here.

LOKI_PATH points to the directory that Loki is intalled in ie the parent directory of Loki. Get Loki from here.

You do not need to build Boost or Loki since only the templates in the headers are used.
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