PureBasic 4.30 Beta 2 is out !

Developed or developing a new product in PureBasic? Tell the world about it.
Yann Le Bihan
New User
New User
Posts: 5
Joined: Fri Sep 19, 2008 10:14 am
Location: Lyon, France

Post by Yann Le Bihan »

DarkDragon wrote:
tinman wrote:
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
What happens if you go into the "Compiler options" and remove the DirectX9 subsystem?

I don't have a Mac, so I'm just guessing.
Afaik you need to change the DirectX9 subsystem to OpenGL subsystem.
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 found :cry: :cry: :cry:
LCD
Enthusiast
Enthusiast
Posts: 206
Joined: Sun Jun 01, 2003 10:55 pm
Location: Austria, Vienna
Contact:

Post by LCD »

Excellent, first test shows that the debugger does not crash anymore. Thank you!!!
My PC
Ryzen 9 5950, 64 GB RAM, nVidia RTX A4000, Win 10
Ryzen 7 1700, 32 GB RAM, nVidia RTX A2000, Win 10
Fred
Administrator
Administrator
Posts: 18161
Joined: Fri May 17, 2002 4:39 pm
Location: France
Contact:

Post by Fred »

Yann Le Bihan wrote:
DarkDragon wrote:
tinman wrote:
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
What happens if you go into the "Compiler options" and remove the DirectX9 subsystem?

I don't have a Mac, so I'm just guessing.
Afaik you need to change the DirectX9 subsystem to OpenGL subsystem.
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 found :cry: :cry: :cry:
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
New User
New User
Posts: 5
Joined: Fri Sep 19, 2008 10:14 am
Location: Lyon, France

Post by Yann Le Bihan »

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.
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 !

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 :D :D :D

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.
Fred
Administrator
Administrator
Posts: 18161
Joined: Fri May 17, 2002 4:39 pm
Location: France
Contact:

Post by Fred »

Happy to see it working :).
SFSxOI
Addict
Addict
Posts: 2970
Joined: Sat Dec 31, 2005 5:24 pm
Location: Where ya would never look.....

Post by SFSxOI »

WARNING! Stupid questions follow:

What does ReadPreferenceInteger()/WritePreferenceInteger() do (aside from the name implications) ? How is it different from ReadInteger()/WriteInteger() ?
User avatar
ts-soft
Always Here
Always Here
Posts: 5756
Joined: Thu Jun 24, 2004 2:44 pm
Location: Berlin - Germany

Post by ts-soft »

SFSxOI wrote:WARNING! Stupid questions follow:

What does ReadPreferenceInteger()/WritePreferenceInteger() do (aside from the name implications) ? How is it different from ReadInteger()/WriteInteger() ?
Is for the Preference Lib :wink:
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.
Image
Fred
Administrator
Administrator
Posts: 18161
Joined: Fri May 17, 2002 4:39 pm
Location: France
Contact:

Post by Fred »

WriteInteger() is for the file library, WritePreferenceInteger() for the preference one..

edit: damit :P
JCV
Enthusiast
Enthusiast
Posts: 580
Joined: Fri Jun 30, 2006 4:30 pm
Location: Philippines

Post by JCV »

Thanks for the update PB Team!
Its easy adapt my projects in the latest beta version. 8)
As usual, nice work! :wink:

[Registered PB User since 2006]
[PureBasic 6.20][SpiderBasic 2.2]
[RP4 x64][Win 11 x64][Ubuntu x64]
EdzUp[SD]
Enthusiast
Enthusiast
Posts: 104
Joined: Thu Jun 26, 2008 10:53 pm
Location: Banstead, UK

Post by EdzUp[SD] »

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?
User avatar
Comtois
Addict
Addict
Posts: 1431
Joined: Tue Aug 19, 2003 11:36 am
Location: Doubs - France

Post by Comtois »

For static mesh, i use Deledto convert 3ds to mesh format.
Please correct my english
http://purebasic.developpez.com/
EdzUp[SD]
Enthusiast
Enthusiast
Posts: 104
Joined: Thu Jun 26, 2008 10:53 pm
Location: Banstead, UK

Post by EdzUp[SD] »

What about animated meshes??
Fred
Administrator
Administrator
Posts: 18161
Joined: Fri May 17, 2002 4:39 pm
Location: France
Contact:

Post by Fred »

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 .
EdzUp[SD]
Enthusiast
Enthusiast
Posts: 104
Joined: Thu Jun 26, 2008 10:53 pm
Location: Banstead, UK

Post by EdzUp[SD] »

Ah ok Fred just as long as I know what's happening on the mesh front :) Thanks m8 :)
Last edited by EdzUp[SD] on Wed Sep 24, 2008 9:11 pm, edited 2 times in total.
Fred
Administrator
Administrator
Posts: 18161
Joined: Fri May 17, 2002 4:39 pm
Location: France
Contact:

Post by Fred »

EdzUp[SD] wrote:Ah ok Fred just as long as I know what's happening on the mesh front :) Thanks m8 :)
don't hesitate to share your experience as well, so we can help if the problem raise again.
Post Reply