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Posted: Wed Sep 24, 2008 9:52 am
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:

Posted: Wed Sep 24, 2008 10:05 am
by LCD
Excellent, first test shows that the debugger does not crash anymore. Thank you!!!

Posted: Wed Sep 24, 2008 12:55 pm
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.

Posted: Wed Sep 24, 2008 4:08 pm
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.

Posted: Wed Sep 24, 2008 4:13 pm
by Fred
Happy to see it working :).

Posted: Wed Sep 24, 2008 4:37 pm
by SFSxOI
WARNING! Stupid questions follow:

What does ReadPreferenceInteger()/WritePreferenceInteger() do (aside from the name implications) ? How is it different from ReadInteger()/WriteInteger() ?

Posted: Wed Sep 24, 2008 4:40 pm
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:

Posted: Wed Sep 24, 2008 4:40 pm
by Fred
WriteInteger() is for the file library, WritePreferenceInteger() for the preference one..

edit: damit :P

Posted: Wed Sep 24, 2008 5:21 pm
by JCV
Thanks for the update PB Team!
Its easy adapt my projects in the latest beta version. 8)
As usual, nice work! :wink:

Posted: Wed Sep 24, 2008 7:43 pm
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?

Posted: Wed Sep 24, 2008 8:07 pm
by Comtois
For static mesh, i use Deledto convert 3ds to mesh format.

Posted: Wed Sep 24, 2008 8:17 pm
by EdzUp[SD]
What about animated meshes??

Posted: Wed Sep 24, 2008 8:26 pm
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 .

Posted: Wed Sep 24, 2008 8:49 pm
by EdzUp[SD]
Ah ok Fred just as long as I know what's happening on the mesh front :) Thanks m8 :)

Posted: Wed Sep 24, 2008 8:53 pm
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.