[Solved] CEGUI Party, BYOB, Questions for all...

Langhole

07-04-2007 15:53:11

Well.. I'm down to a total of 2 linker errors that I've spent the past 4 hours straight trying to fix (while trying not to pull out... too much hair)

I get:

Renderer_OpenGL.lib(Renderer_OpenGL.obj) : error LNK2001: unresolved external symbol _glfwExtensionSupported
Renderer_OpenGL.lib(OGL_FBO.obj) : error LNK2001: unresolved external symbol _glfwGetProcAddress


which doesn't make ANY sense to me because I compiled GLFW myself, copied the .dll and the .lib to appropriate directories, set them up in the project properties etc.

All that's done, and I STILL get these 2 errors :( is there possibly another GLFW that i'm missing? ( i doubt it ), or possibly ANY other GL library i'm missing? I'm at a complete loss here, the internet doesn't seem to help much in this case...

[edit] Just so nobody asks: I compiled (both MY project, AND GLFW), in 'release' like I have been for a while now, all the debug info is there, but I can't compile to even get that far :(

Langhole

07-04-2007 20:02:21

Ok, Code's still in the App for OpenGUI, but I've commented the active parts of that out for now. Instead while I look for a solution to ( see above ), I will plunge head first into CEGUI. Actually I already have, at least, I've finished the basic CEGUI tut on the Wiki. Some minor changes to get it to compile for Ogre 1.4, now it either freezes when the first frame is rendered, or, gives me an exception before that.

Thoughts:
- Freezing Scene
- no input detection (even escape fails to close the program)
- only happens when I use CEGUI::Renderer* in both my InputManager class and the FrameListener.
- the App sends CEGUI::OgreCEGUIRenderer* renderer to both other classes

- Thrown Exception ( before render )
- instead of using CEGUI::Renderer* in both other classes, I use CEGUI::OgreCEGUIRenderer*

I do manage ( when the app runs ) to get the "window" to show up with the .scheme I made, but like I said before, no input at all.


I'm thinking possibly something wrong with the Callbacks for the mouse/keyboard inside the InputManager, but it was working before I added the GUI in there.

I'll experiment some more, see what I can come up with, but I just figured I'd post the problem, see what kind of feedback I can get... and feel free to take a crack at the above post too haha...

Ogre is now a Milky Festus! A Festive Festus of Fishy Milky Fun! Party on Wayne, Party on Garth... (sorry .. haven't slept yet...)

I'll post some code in a bit.

Eldritch

07-04-2007 22:32:40

Sorry for pointing at this, but why is this post in the OgreNewt forum??

Langhole

08-04-2007 02:15:44

Heh, well if someone is willing to move the topic, go for it.. I realize this is most likely in the wrong forum now.

On a side note.. GUI works now :)

back to the Newt side of things... Gearbox anyone?

Tubez

08-04-2007 10:36:35

I explained how I do my gearbox in one of your previous threads, so far it's doing well. I moved to raycast wheels though.

Langhole

09-04-2007 21:29:46

Yes, your post was really helpful, I've almost got it working now :) thx a lot