Problem with QuickGUI::Root()

briareos

16-05-2009 11:39:13

Hi,
I'm trying to do the first tutorial for setting up Quickgui.
I compile correct the code, but when i execute the program says:
Exception:No fonts have ben found!at least one font must exist for QuickGui...
i think he don't find the fonts but what is the problem?.
Someone can help me please??
Thanks.

Calder

17-05-2009 04:54:35

Try copying the QuickGUI/bin/resources folder to your project's directory, unzip qgui.textures.zip, and add resources and resources/qgui.textures to your resources.cfg file. Hope that helps!

kungfoomasta

18-05-2009 18:51:07

Its saying that Ogre could not find any fonts. You can include fonts via a .fontdef file.

Nerosam

08-02-2010 19:18:36

Hi

I have been having the exact same problem and have been trying to fix it for the past 2-3 hours...i cant find this resources folder as it doesnt exist and neither does the qgui.textures.zip file. I have already created some .fontdef files and put them inside the font folder in the media folder (where all my resources are) i have also tried spam pasting the font ffiles in possible fodlers but i still get the "cant find fonts" exception error.

Please help with this. maby with some instructuons, filelayout examples, code, somthing! Need some gui results asap ><;;

Also, i am using QuickGUI 10.1 (the latest one in the forums).

Thanks

kungfoomasta

09-02-2010 16:44:32

The instructions are slightly out of date. The download contains a quickgui.core.zip file, which contains the base fonts/textures needed to use QuickGUI with its default resources. I just checked the 10.1 download and it works, the zip is located in the bin folder. (If using the zip, make sure its decalred properly and registered with Ogre as a resource zip) Hope that helps!

Nerosam

10-02-2010 03:02:31

I have added the line "Zip=QuickGUI/bin/qgui.core.zip" to the resources.cfg file but i still get the same "no fonts" error. I have also used the following code in my Application.h file (once was exampleapplication.h)

QuickGUI::registerScriptReader();
new QuickGUI::Root();

QuickGUI::SkinTypeManager::getSingleton().loadTypes();
QuickGUI::GUIManagerDesc d;

d.sceneManager = mSceneMgr;
d.viewport = mCamera->getViewport();

d.queueID = Ogre::RENDER_QUEUE_OVERLAY;

QuickGUI::GUIManager* mGUIManager = QuickGUI::Root::getSingletonPtr()->createGUIManager(d);

QuickGUI::SheetDesc* sd = QuickGUI::DescManager::getSingleton().getDefaultSheetDesc();
sd->resetToDefault();
sd->widget_dimensions.size = QuickGUI::Size(800,600);
QuickGUI::Sheet* mySheet = QuickGUI::SheetManager::getSingleton().createSheet(sd);

mGUIManager->setActiveSheet(mySheet);


I have also added the apropriate delete lines to the cleanup function and the header file for quickgui.

Anything else I may have missed? :(

kungfoomasta

11-02-2010 19:25:43

Sorry for late reply, work trainning session past few days has kept me busy.

Before you create QuickGUI Root, are you making sure to initialize all the Ogre resources?

Ogre::ResourceGroupManager::initialiseResourceGroups()

1. Register QuickGUI ScriptReader

2. Initialize all resource groups (resources.cfg file for example)

3. Create QuickGUI Root, which checks a default font exists.

etc.

jabez

04-03-2010 12:57:16

Hi Master,

I added the qgui.core.zip file to the resources folder and i can see in ogre.log that this package is loaded as well. But i'm still getting the "Font missing" error. I'm loading all the resources using
Ogre::ResourceGroupManager::getSingleton().addResourceLocation
function instead of
Ogre::ResourceGroupManager::initialiseResourceGroups. I'm following the way which you mentioned in your post. I'm creating QuickGUI root after adding the resources only. please check the log below

Creating resource group
Added resource location './media/packs/OgreCore.zip' of type 'Zip' to resource group ''
Added resource location './media' of type 'FileSystem' to resource group 'General'
Added resource location './media/fonts' of type 'FileSystem' to resource group 'General'
Added resource location './media/materials/programs' of type 'FileSystem' to resource group 'General'
Added resource location './media/materials/scripts' of type 'FileSystem' to resource group 'General'
Added resource location './media/materials/textures' of type 'FileSystem' to resource group 'General'
Added resource location './media/models' of type 'FileSystem' to resource group 'General'
Added resource location './media/overlays' of type 'FileSystem' to resource group 'General'
Added resource location './media/particle' of type 'FileSystem' to resource group 'General'
Added resource location './media/gui' of type 'FileSystem' to resource group 'General'
Added resource location './media/DeferredShadingMedia' of type 'FileSystem' to resource group 'General'
Added resource location './media/packs/cubemap.zip' of type 'Zip' to resource group 'General'
Added resource location './media/packs/cubemapsJS.zip' of type 'Zip' to resource group 'General'
Added resource location './media/packs/dragon.zip' of type 'Zip' to resource group 'General'
Added resource location './media/packs/fresneldemo.zip' of type 'Zip' to resource group 'General'
Added resource location './media/packs/ogretestmap.zip' of type 'Zip' to resource group 'General'
Added resource location './media/packs/skybox.zip' of type 'Zip' to resource group 'General'
Added resource location './media/packs/qgui.core.zip' of type 'Zip' to resource group 'General'
GLXWindow::create used FBConfigID = 117
GL_VERSION = 3.2.0 NVIDIA 190.42
GL_VENDOR = NVIDIA Corporation
GL_RENDERER = GeForce GT 220/PCI/SSE2
GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
Supported GLX extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_ARB_get_proc_address
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_L8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A4L4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_BYTE_LA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A1R5G5B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
[GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: nvidia
Device Name: GeForce GT 220/PCI/SSE2
Driver Version: 3.2.0.0
* Fixed function pipeline: yes
* Hardware generation of mipmaps: yes
* Texture blending: yes
* Anisotropic texture filtering: yes
* Dot product texture operation: yes
* Cube mapping: yes
* Hardware stencil buffer: yes
- Stencil depth: 8
- Two sided stencil support: yes
- Wrap stencil values: yes
* Hardware vertex / index buffers: yes
* Vertex programs: yes
* Number of floating-point constants for vertex programs: 1024
* Number of integer constants for vertex programs: 0
* Number of boolean constants for vertex programs: 0
* Fragment programs: yes
* Number of floating-point constants for fragment programs: 512
* Number of integer constants for fragment programs: 0
* Number of boolean constants for fragment programs: 0
* Geometry programs: yes
* Number of floating-point constants for geometry programs: 512
* Number of integer constants for geometry programs: 0
* Number of boolean constants for geometry programs: 0
* Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gpu_gp nvgp4 vp30 vp40
* Texture Compression: yes
- DXT: yes
- VTC: yes
- PVRTC: no
* Scissor Rectangle: yes
* Hardware Occlusion Query: yes
* User clip planes: yes
* VET_UBYTE4 vertex element type: yes
* Infinite far plane projection: yes
* Hardware render-to-texture: yes
* Floating point textures: yes
* Non-power-of-two textures: yes
* Volume textures: yes
* Multiple Render Targets: 8
- With different bit depths: yes
* Point Sprites: yes
* Extended point parameters: yes
* Max Point Size: 63.375
* Vertex texture fetch: yes
* Number of world matrices: 0
* Number of texture units: 32
* Stencil buffer depth: 8
* Number of vertex blend matrices: 0
- Max vertex textures: 32
- Vertex textures shared: yes
* Render to Vertex Buffer : yes
* 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 0x8d1fdd8.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x8df1860 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x8df2b40 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x8d96c30 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x8d6fb28 starting.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.
Exception: No fonts have been found! At least one font must exist for QuickGUI use! (Root::Root)
OGRE EXCEPTION(1:): No fonts have been found! At least one font must exist for QuickGUI use! in Root::Root


please help me to solve this . thanks in advance.

jabez

04-03-2010 13:12:46

Hi,

I solved this by using
initialiseResourceGroup("quickGui");
method. I add "quickGui" group to resources.cfg file and place the "qgui.core.zip" file in that group. That solved the problem.

Thanks :)

kungfoomasta

04-03-2010 20:06:50

Awesome, glad its solved. :)