[Solved]Error in ogrePagingLandscapeTexture.cpp

Druha

27-10-2006 07:05:40

I have downloaded the source code frow tuan.kuranes.free.fr/ogre.html
I have compiled it, but when i run my app I get an error in ogrePagingLandscapeTexture.cpp in line:
Material::TechniqueIterator tIt = material->getTechniqueIterator ();

kungfoomasta

27-10-2006 08:12:14

What is the error?

Druha

27-10-2006 11:06:27

What is the error?
Acces violation

I am trying to find what did I wrong
I created siplest project using plsm2, error is the same
Maybe error in my map?

tuan kuranes

27-10-2006 13:44:18

Seems material is missing to me.
Did you run mapsplitter ?
Any infos in the plsm2.log ?

Druha

27-10-2006 15:48:29

I have ran mapsplitter
plsm2.log? I have no such file in my directory. Maybe there is some option to enable logging?
I build my app in debug mode and another error
assert (!material.isNull() &&
String(mMaterialBaseName + " Must exists in the" + opt->groupName + "group").c_str ());

This assertion is some lines before the line I posted later.

tuan kuranes

27-10-2006 15:55:13

plsm2.log? I have no such file in my directory. Maybe there is some option to enable logging?
it should be there. if running older version of plsm2 check if Ogre.log is the one updated once app is launched.
This assertion is some lines before the line I posted later.

assertion confirms the problem PLSM2 cannot find the material resource scripts needed.
Wrong directory setup or wrong resources.cfg.

Druha

03-11-2006 11:46:22

My app crashes if I use these texture formats:
- InstantBase
- Splatting3
- Splatting4
- Splatting6

Previous problem solved:
I have changed this line
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
to this lines
ResourceGroupManager::getSingleton().initialiseResourceGroup(ResourceGroupManager::BOOTSTRAP_RESOURCE_GROUP_NAME);
ResourceGroupManager::getSingleton().initialiseResourceGroup("General");

So, I didn't initialise PLSM2 group, as it is in plsm2 demo.

tuan kuranes

05-11-2006 13:20:54

My app crashes if I use these texture formats:
- InstantBase
- Splatting3
- Splatting4
- Splatting6

And you do have created map needed using mapsplitter ?
(instantbase, alphamaps, etc...)