kiolakin
03-12-2005 22:22:51
I am new to ogre3d, but I am coming from Crystal Space and I have written my own (primitive) 3d engine before so I know a bit about what goes on.
My number 1 interest in Ogre is the fact that someone has already tackled the problem of paging landscape.
The $500+ for VC++ is a bit out of my reach at the current time and I traded jobs from developer to sysadmin so I have no work copy to use, but it seems that there are several good options out there for free development. This fact strengthens my resolve not to purchase VC++.
My first priority is to get a map editor working with the paginglandscape scene manager. This of course comes with several other priorities given that I am new to ogre and not using the predominant compilation package.
It seems a waste to start over on a mapeditor package when there is already a very robust one in the works. How can I get a system setup so that I can work on this. So far I have tried the following:
I used Code::Blocks/.net free package, but using this I cannot compile Ogre nor can I compile any other multithreaded system. This doesn't seem like a good solution.
I used Code::Blocks/gcc and finally got both ogre and paginglandscape SDK to compile, but for some reason the paginglandscape manager seems to want to load Cg even though I am not using an Nvidia card. I am going to send in a zip of this working workspace file, but I want to redo from scratch one more time to see if I can't get what I did to make a little more sense and to be sure all the functionality is available.
I am currently trying to compile Ogre HEAD and PLSM2 HEAD along with what is done in map editor but I am experiencing alot of difficulty just getting the prerequisites for Ogre to compile. I can get some of the image libs to compile, I expect to work this out soon as I find a newer version of the source for those, and I have not tried Devil yet. I can get pieces of CEGUI to compile but for some reason compiling the release of directx9 completely eludes code::blocks. So I am stuck with debug only for directx. (I noticed in the codeblocks-1.0.1 dependencies, directx debug libraries were the only that were included so I must not be the only one with this problem.)
Freetype compiles very easily.
What combination can I use here so that I can start working with Ogre/paginglandscape scene manager ?
I don't mind being on the cutting edge but I am struggling just to get anything to compile and work completely. I realize this problem would be lessened if I had VC++, but there has got to be a way using gcc. Can I/would it be a good idea to use the STLport even though I'm using gcc ?
I have noticed that gcc is much stricter when it comes to type conversions in assignments and doesn't include std::exception that CEGUI requires. It is easy enough to comment out these lines a loose 2/3 error messages but there has got to be a clean way to tackle this.
Please help me. I think you will find if I can just get on board with the rest of you I will make the startup help worthwhile in the contributions I can make.
Thanks
My number 1 interest in Ogre is the fact that someone has already tackled the problem of paging landscape.
The $500+ for VC++ is a bit out of my reach at the current time and I traded jobs from developer to sysadmin so I have no work copy to use, but it seems that there are several good options out there for free development. This fact strengthens my resolve not to purchase VC++.
My first priority is to get a map editor working with the paginglandscape scene manager. This of course comes with several other priorities given that I am new to ogre and not using the predominant compilation package.
It seems a waste to start over on a mapeditor package when there is already a very robust one in the works. How can I get a system setup so that I can work on this. So far I have tried the following:
I used Code::Blocks/.net free package, but using this I cannot compile Ogre nor can I compile any other multithreaded system. This doesn't seem like a good solution.
I used Code::Blocks/gcc and finally got both ogre and paginglandscape SDK to compile, but for some reason the paginglandscape manager seems to want to load Cg even though I am not using an Nvidia card. I am going to send in a zip of this working workspace file, but I want to redo from scratch one more time to see if I can't get what I did to make a little more sense and to be sure all the functionality is available.
I am currently trying to compile Ogre HEAD and PLSM2 HEAD along with what is done in map editor but I am experiencing alot of difficulty just getting the prerequisites for Ogre to compile. I can get some of the image libs to compile, I expect to work this out soon as I find a newer version of the source for those, and I have not tried Devil yet. I can get pieces of CEGUI to compile but for some reason compiling the release of directx9 completely eludes code::blocks. So I am stuck with debug only for directx. (I noticed in the codeblocks-1.0.1 dependencies, directx debug libraries were the only that were included so I must not be the only one with this problem.)
Freetype compiles very easily.
What combination can I use here so that I can start working with Ogre/paginglandscape scene manager ?
I don't mind being on the cutting edge but I am struggling just to get anything to compile and work completely. I realize this problem would be lessened if I had VC++, but there has got to be a way using gcc. Can I/would it be a good idea to use the STLport even though I'm using gcc ?
I have noticed that gcc is much stricter when it comes to type conversions in assignments and doesn't include std::exception that CEGUI requires. It is easy enough to comment out these lines a loose 2/3 error messages but there has got to be a clean way to tackle this.
Please help me. I think you will find if I can just get on board with the rest of you I will make the startup help worthwhile in the contributions I can make.
Thanks