Problem when compiling Paging landscape scenemanager

maxxoros

26-10-2005 17:59:07

---
I am using Ogre Azathoth 1.0 (release in June)...
I follow the guide here
http://www.ogre3d.org/wiki/index.php/Pa ... .1_Install
but when I compiled, I gots problem with isQueryStillOutStanding function
I found a document here
http://www.ogre3d.org/phpBB2/viewtopic. ... ng&start=0
but when I add these code, I got new problem with variable in this code
NumOfFragments is unknown and ID is the same

//------------------------------------------------------------------
virtual bool HardwareOcclusionQuery::isStillOutStanding () = 0;

//------------------------------------------------------------------
bool D3D9HardwareOcclusionQuery::isStillOutStanding ()
{
if(mHasOcclusionSupport)
{
DWORD d3dFlags = 0;// not asking for flushed queries here.

if (mpQuery->GetData( NumOfFragments, sizeof( NumOfFragments ), d3dFlags) == S_FALSE)
return true;
mPixelCount = *NumOfFragments;
return false;

}
else
{
return false;
}

}
//------------------------------------------------------------------
bool GLHardwareOcclusionQuery::isStillOutStanding ()
{
if(mHasOcclusionSupport)
{
GLint available;
glGetQueryObjectivARB(id, GL_QUERY_RESULT_AVAILABLE_ARB, &available);
return !(TRUE == available);
}
else
{
return false;
}
}

---
Could anyone tell me what s this problem...Does this mean I must re-compile ogre 1.0.5 Release Name: 1.0.5
Codename: Azathoth
Release Date: 25 September 2005

Jon

26-10-2005 23:33:13

What exactly are the errors you are receiving? A few from the start of the list should be enough to work with for now. The build environment would be nice to know as well (what OS, compiler, IDE are you using).

I have built PLSM from source and am running it with Azathoth without any major problems. I recall that I needed to correct some of the post-build copy commands to reflect my build environment (am building with VS 2003).

I did not need to patch/update any of the source code from the distribution. I did need to turn off trees/grass as I mentioned in an earlier post, but that is something you won't run into until you can build and run.

tuan kuranes

27-10-2005 08:30:58

If you don't want to use Occlusion Culling :

either just comment those calls.
Or use Latest Ogre SDK (ogre 1.0.5 Release Name: 1.0.5)

If you want to use Occlusion Culling :

either use Ogre CVS HEAD
Or apply patches posted at sourceforge tracker on the subject by myself.