MOgre Mesh viewer

DarkLight

17-07-2011 00:21:45

Hello,
I am using Ogre and Ogre4j for one year now yesterday i used mogre for the first time and i really like it !! it's up-to-date.
I am interesseted to ogre integration in desktop application that's why i enhanced the mogre sample that cames with the Mogre SDK and i builded a simple viewer for .Mesh file allowwing to load 3D ogre file view them (roatate, pan and zoom) and i integrated some preferences.

That's only my 'hello world' project :)

Tomorrow i'll put the hole code on sourceforge and you will be able to download it.
Here is some screenshots:
http://imageshack.us/photo/my-images/849/sceneview.jpg
http://imageshack.us/photo/my-images/713/openfile.jpg
http://imageshack.us/photo/my-images/27/filemenun.jpg

I Hope that's will help you :)

Beauty

18-07-2011 23:11:46

Hi DarkLight,

nice to see you here in our Mogre subcommunity :D
I like that you improve samples of our SDK.
We can offer you write access to the SDK repository. Then you can submit your improvements.

Your mesh viewer is a challenging hello world project.
I don't want to bite you, but I think it will not be a default tool for Mogre users.
Mogre uses the same mesh files as Ogre. And for Ogre there is a fine mesh viewer called Tiger Viewer.
So beware that there is possibly no much common interest.

Please don't misunderstand me. For your experimenting and learning it's a fine project.
I don't want to disturb your dream of an own written mesh viewer. I just want to tell you that there is a hard competitor with the same focus.
So perhaps it's better to keep it as a simple, personal learning project without the target to become a common used, feature-rich tool. In the consequence you could be sad, if you do much work and nobody use it.


If you have questions or problems with Mogre, feel free to tell it.
If you find bugs, please report it. If you have no problems after much trying out, please give a feedback, too.
After some experience you could have a look to the forum topic Feature requests and wish list and tell us, which further development should have a main focus in your opinion.

Why did you switch from Ogre4j to Mogre?
Are there some disadvantages with Ogre4j or special advantages with Mogre?

Greetings from Germany
Beauty

DarkLight

20-07-2011 10:58:24

Hello again,

Thanks for replying Beauty.
For each new SDK i used i really want to have a good tutorial that helps me to make some thing good and working fine, the thing that i do not find generaly, that's why this idea cames to me.

I am not really interested to make an advanced viewer Beauty (i am working and i dont have much time :( ), i want to make a tutorial that learns beginners how to load a .Mesh file, create and apply materials and lights, basic scene manipulation and how to integrate all that on a UI system like windows forms.

Having access to repository is really a very good idea, i will ask you when i fill i progressed enough.

About Ogre and Ogre wrappers Ogre4j and Mogre:
Ogre in general:
I blame Ogre community on only one thing: Hardware compatibility.
I am working with Ogre for one year now on a professional project, the hardware compatibility is our main problem.
Some Shaders are running on NVIDIA and not running on ATI. (better don't discuss Intel GPUs :wink: )

Ogre4j:
Ogre4j is not updated the latest version is wrapped on Ogre 1.6.4 soooooooooooo old, in addition using native objects and native pointer is not secured at all, it make so many crashs if you dont make attention: not really good for beginners.

What i appreciated on Mogre:
  1. -Wrapper is up to date
    -C# language is more flexible than java on wrapping, operators(+, *, /...) override....
    -The integration with the UI is sooo easy :)
    -A really good tutorials pack.
    [/list:u]

    Thank's for your interrest again Beauty.
    See you.

Beauty

20-07-2011 11:41:52

Thanks for your detailed anwers :D

I am not really interested to make an advanced viewer Beauty (i am working and i dont have much time :( ), i want to make a tutorial that learns beginners how to load a .Mesh file, create and apply materials and lights, basic scene manipulation and how to integrate all that on a UI system like windows forms.
Oh, then I misunderstood your aim. A tutorial for mesh loading, mesh modifying and UI would be complex (especial for programming and text writing) but very useful.

Wrapper is up to date
Well, it's the current version is nearly up to date.
But I want to note, that it will be very hard to update the Mogre autowrapper to 1.8, because the Ogre creation system (build system?) switched to cmake. Prejudice of this we need there will be a need of heavy changes. (This I read many months ago.) And we have a lack of experts who can do the job. Currently we have just mstoyke, who could do this job. He want to do it, but is very very busy. I suppose he will do the task when he need Mogre 1.8 for something on his real job.
It's just a warning that you don't get sad in the future when Mogre stick at 1.7 for a longer time. :wink:

Ogre4j is not updated the latest version is wrapped on Ogre 1.6.4 soooooooooooo old
Do you know the reason, why Ogre4j isn't updated? Is there a special problem or did the maintainers just get inactive?

DarkLight

20-07-2011 14:02:18

Hello,


Do you know the reason, why Ogre4j isn't updated? Is there a special problem or did the maintainers just get inactive?


About Ogre4j, the entreprise that was supporting Ogre4j does not support it any more, even the 1.6.4 release was wrapped by the team i work with for now.
It's using XBIG wrapper and it's really difficult.


that it will be very hard to update the Mogre autowrapper to 1.8, because the Ogre creation system (build system?) switched to cmake. Prejudice of this we need there will be a need of heavy changes. (This I read many months ago.) And we have a lack of experts who can do the job.


I will investigate on C++ C# wrapping and if i found a free time i will engage my self on your community :)

Beauty

27-07-2011 20:19:53

I will investigate on C++ C# wrapping and if i found a free time i will engage my self on your community :)
You have a nice attidude.
But keep in mind that the way can be very stony.
On the other hand ... For a couple of months we had a Mogre member. He had no idea of C++/CLI, but in less than one month he studied the Mogre wrapping process and learned about C++/CLI. Then he wrote a tiny guide how to build Mogre. So - it's not impossible, although it's hard.
I suppose the biggest approach is to adapt to the cmake switch of Ogre.
Perhaps we can ask mstoke for details. Then we know what's the problem of a cmake Ogre.
(Mogre needs a slightly modified Ogre source code. Maybe the modifications were based on the old Ogre build process?? Sorry, I don't know details.)

Mogre is using the C++/CLI wrapper technique.
There are also ideas for a dual wrapper which also supports P/invoke (for Linux support). But this would need an impassioned specialist with much free time.
More important would be "just" to keep the current Mogre wrapper up-to-date.
There are still important points on the todo list. (e.g. in Ogre 1.8 the Terrain Scene Manager is removed and replaced by the new terrain and paging component. Mystoke created a prototype for the terrain component, but it's still not usable.)