Need patched parts for eihort

alex_dergian

13-02-2007 18:34:17

Tried compiling with eihort got some errors and a few questions

in a few instanstances i got the error
GpuProgramParameters::RealConstantEntry is no longer a stucture

and Ogre::SceneNode::findLights now takes a address and returns nothing

and setDebugText no longer exsists

DataStreamPtr myStream (0); should be DataStreamPtr myStream;

but as for things in the other programs good luck since there is no core input system that could get messy, i know it will be so much fun in my app

im sure you know of these things, just thoght id reiderate them lol

Question now that there is no devil support how will that effect the maping system?

and a idea to fix one of the bugs you listed

Reusing multiple times same exact texture with same keyword in a technique (pass1{Coverage} pass2{Coverage}) isn't treated as technique (pass1{Coverage.0} pass2{Coverage.0}) but as (pass1{Coverage.0} pass2{Coverage.1})

you could use a look for " Coverage.# " as a key word that way in the custom textures the user can define which splat or coverage map they want i could even give you a patch to do this if you want

Grom

14-02-2007 15:51:10

I asked a question about this on the main forums. The GpuProgram Parameters problem is easy to fix; you change

GpuProgramParameters::RealConstantEntry * const e = params->getNamedRealConstantEntry ("HorizonSettings");
assert (e);
e->val[0] = static_cast <float> (SunDir.x);
e->val[1] = static_cast <float> (SunDir.y);
e->val[2] = static_cast <float> (SunDir.z);
e->val[3] = static_cast <float> (LightAngle);
e->isSet = true;


to

params->setNamedConstant("HorizonSettings", Vector4(SunDir.x, SunDir.y, SunDir.z, LightAngle));

the findLights issue is a little trickier, sinbad says not to return a stack object, but to store it somewhere instead. Perhaps the function getLights should take an memory address as a parameter?

I dunno, I got it to compile, but I can't get it to work. I get "World geometry is not supported by the generic SceneManager" when I try to use it, indicating that it isn't being accepted as a scene manager. When I removed all the other scenemanagers from the plugins.cfg, I gota send/don'tsend error upon trying to switch to PLSM.

I'm stumped for now, hopefully tuan or someone will patch it soon!

Rowan

17-02-2007 02:06:54

Just wondering if anyone has got PLSM2 working with Eihort yet, or is it way too early?

Samir

17-02-2007 10:50:02

I'm in the process of porting it. I'm using #ifdef EIHORT macro statements so it will be compatible with both Dagon and Eihort. I successfully compiled Plugin_PagingLandScapeSceneManager2 and Tool_MapSplitter, but the Demo is a pain to port since Eihort uses a new input handling system (OIS).

However, I tested the compiled code on my application and it crashed, I'm still in the process of debugging it and I'm not sure if the problem is from PLSM or the terrain media or from my application. When I'm sure that the port works, I'll submit a patch.

**EDIT**
Just in case someone might be able to help porting, the application fails on the assertion:


assert (camVisObjIt != mCamVisibleObjectsMap.end() &&
"Should never fail to find a visible object bound for a camera, "
"did you override SceneManager::createCamera or something?");


in function

void SceneManager::_renderScene(Camera* camera, Viewport* vp, bool includeOverlays)

Rowan

17-02-2007 11:53:06

Nice work, I'd love to get my hands on that patch when you're done if possible :D

I can't offer much help myself as I'm still trying to get my head around the basic stuff...

Samir

17-02-2007 11:56:58

Of course...I'll post the patch as soon as I fix everything...

Samir

17-02-2007 13:58:32

Just submitted the patch which ports projects Plugin_PagingLandScapeSceneManager2 and Tool_MapSplitter to Eihort.

You can get it here:

http://sourceforge.net/tracker/index.php?func=detail&aid=1662313&group_id=2997&atid=302997

or wait for tuan to apply the patch to CVS and get the patch via a CVS update.

Rowan

18-02-2007 03:41:52

Great, I got the patch so thanks for that, I have a couple of issues though ::

I didn't know how to auto-install the patch so I just went through by hand, and it all worked fine, except in debug mode there would be strange graphic anomaly in the upper right corner (but not in release). I'm pretty sure I traced this down to an extra '#ifdef _VISIBILITYDEBUG' section after the others that wasn't #ifdef'd in the patch, because removing it for Eihort as per the others, removed the (debug mode) anomaly.

Second issue is, I seem to have lost about 20 FPS (for release mode) ... it's most likely my app, but I wouldn't mind some confirmation if possible.
[ EDIT :: Never-mind, just my system it seems, all good. ]


Thanks again.

Samir

18-02-2007 06:24:05

You're welcome :)

Glad to know it was of use to someone.

asmo

22-02-2007 21:46:36

Great, I got the patch so thanks for that, I have a couple of issues though ::

I didn't know how to auto-install the patch so I just went through by hand, and it all worked fine, except in debug mode there would be strange graphic anomaly in the upper right corner (but not in release). I'm pretty sure I traced this down to an extra '#ifdef _VISIBILITYDEBUG' section after the others that wasn't #ifdef'd in the patch, because removing it for Eihort as per the others, removed the (debug mode) anomaly.

Second issue is, I seem to have lost about 20 FPS (for release mode) ... it's most likely my app, but I wouldn't mind some confirmation if possible.
[ EDIT :: Never-mind, just my system it seems, all good. ]


Thanks again.


Did you manage to get rid of the strange graphic while in debug-mode?

Rowan

22-02-2007 22:38:52

Yes, check my previous post, because I went through it by hand, I noticed there was a section in the Patch which was removing a number of similar PLSM2 code sections (bounded by #ifdef _VISIBILITYDEBUG).
All of them were removed (ie: ifdef'd) in the Patch, except one at the end, removing that last one myself, got rid of the graphic :) .
These sections should be in 'OgrePagingLandScapeOctreeSceneManager.cpp'.

Cheers

Loockas

23-02-2007 14:50:31

How can I apply the patches? I don't know what to do with the .PATCH files... :oops:

asmo

23-02-2007 15:07:18

How can I apply the patches? I don't know what to do with the .PATCH files... :oops:

Just download the latest version from the CVS, which is already patched.

Loockas

23-02-2007 15:23:43

How can I apply the patches? I don't know what to do with the .PATCH files... :oops:

Just download the latest version from the CVS, which is already patched.

Ahhh OK, didn't notice the update... thanks!