Thanks guys ! Removing reference do DirectX9 in the compiler has an effect, as replacing it with "OpenGL" - but unfortunately, in the first case I get "The 3D engine can't be initialzed" (but no crash) and in the second it crashes and says that OpenGL can't be foundDarkDragon wrote:Afaik you need to change the DirectX9 subsystem to OpenGL subsystem.tinman wrote:What happens if you go into the "Compiler options" and remove the DirectX9 subsystem?Yann Le Bihan wrote:Sorry to sound different, but I still get te same crash each time I try the Ogre3d examples on the Mac
I don't have a Mac, so I'm just guessing.
PureBasic 4.30 Beta 2 is out !
-
Yann Le Bihan
- New User

- Posts: 5
- Joined: Fri Sep 19, 2008 10:14 am
- Location: Lyon, France
There is no 'OpenGL' subsystem on OS X, as it's the default one, so you will have to let the subsystem field empty on OS X. Try to put an absolute path to the engine3d.dynlib (which is located in the compilers/ directory) in InitEngine3D() and see if it makes a a change.Yann Le Bihan wrote:Thanks guys ! Removing reference do DirectX9 in the compiler has an effect, as replacing it with "OpenGL" - but unfortunately, in the first case I get "The 3D engine can't be initialzed" (but no crash) and in the second it crashes and says that OpenGL can't be foundDarkDragon wrote:Afaik you need to change the DirectX9 subsystem to OpenGL subsystem.tinman wrote:What happens if you go into the "Compiler options" and remove the DirectX9 subsystem?Yann Le Bihan wrote:Sorry to sound different, but I still get te same crash each time I try the Ogre3d examples on the Mac
I don't have a Mac, so I'm just guessing.![]()
![]()
-
Yann Le Bihan
- New User

- Posts: 5
- Joined: Fri Sep 19, 2008 10:14 am
- Location: Lyon, France
Thank you, Fred ! At first it didn't work, but when I checked the name of the engine I noticed it's "engine3d.dylib" and not "engine3d.dynlib". Correcting this made almost all examples functional !Fred wrote:There is no 'OpenGL' subsystem on OS X, as it's the default one, so you will have to let the subsystem field empty on OS X. Try to put an absolute path to the engine3d.dynlib (which is located in the compilers/ directory) in InitEngine3D() and see if it makes a a change.
To other Mac users : be sure to remove the reference do DirectX9 in compiler options of every Ogre example file ; most of the time, PB will crash right after you removed it. Just relaunch PB, re-erase "DirectX9" and save the file. It shouldn't crash anymore.
Then replace this :
-> If InitEngine3D()
with something like this :
-> If InitEngine3D("/users/myname/PureBasic/compilers/engine3d.dylib")
The new file should compile and run without problem
EDIT : the crash I mention here actually only happened on one of my Macs : a MacBook Pro, and not on the iMac 24' alu.
Last edited by Yann Le Bihan on Wed Sep 24, 2008 4:39 pm, edited 1 time in total.
Is for the Preference LibSFSxOI wrote:WARNING! Stupid questions follow:
What does ReadPreferenceInteger()/WritePreferenceInteger() do (aside from the name implications) ? How is it different from ReadInteger()/WriteInteger() ?
PureBasic 5.73 | SpiderBasic 2.30 | Windows 10 Pro (x64) | Linux Mint 20.1 (x64)
Old bugs good, new bugs bad! Updates are evil: might fix old bugs and introduce no new ones.

Old bugs good, new bugs bad! Updates are evil: might fix old bugs and introduce no new ones.

As a question will there ever be .3ds and/or .x loaders in the engine. .mesh files are really hard to create with the tools provided. Milkshape's exporter is buggy none of the mesh's ive converted loaded in PB, the only one I found that works is a dos app called 3ds2mesh.
Better mesh formats are .3ds and .x I dont know if Ogre can use these, just a question?
Better mesh formats are .3ds and .x I dont know if Ogre can use these, just a question?
For static mesh, i use Deledto convert 3ds to mesh format.
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
from what i understand, Ogre users uses the scripts directly in their modelling package (XSI, 3DS, Houdini, Maya, Blender). Also a milkshape plugin seems available and should work if listed on the ogre site:
http://www.ogre3d.org/index.php?option= ... Itemid=133
Note than most of these converter will output an XML version so you will have to use OgreXMLConveter to have regular .mesh
There is also this tool which seems promizing: http://www.ogre3d.org/phpBB2/viewtopic. ... t=all2ogre . It can handle .x .
http://www.ogre3d.org/index.php?option= ... Itemid=133
Note than most of these converter will output an XML version so you will have to use OgreXMLConveter to have regular .mesh
There is also this tool which seems promizing: http://www.ogre3d.org/phpBB2/viewtopic. ... t=all2ogre . It can handle .x .



