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Ogre 1.0.3 Beta available for testing

Posted: Mon Aug 15, 2005 3:28 pm
by Fred
Hi folks,

As promized, we have updated the PB OGRE engine to use the lastest stable build available (1.0.3). The main advantage is the possible use of the lastest .mesh format and all availables tools to imports any meshes in a PB program. Also the overall stability seems much more improved and some long standing bugs (relating to particles emitters, mesh animation etc.) have been squashed. Except of this, there is a few drawback:

- LoadWord() (ie BSP support) doesn't work anymore as DX7 renderer doesn't support the 32 bits hardware vertex buffers (only 16 bits limited)
- SetEntityMesh() doesn't work (shouldn't be a problem, an entity can be easily recreated)
- The size of the dll is much bigger, due to the numberous adds to OGRE than PB currently doesn't exploit for now (and also the stlport.dll is needed, all other dependencies have been removed (devil, zlib, etc.)).

Also the SetMeshData() command has changed and the accepted data has to be organized in a different order than before (look in the MeshManual.pb file for a quick explaination).

This new version won't be part of the v3.94 release, but we made it public to allow a more up-to-date 3D support. The archive can be download here: www.purebasic.com/beta/Ogre1.0.3.zip

For a list of tools useable with this version, take a look here: https://sourceforge.net/project/showfil ... e_id=54011 or on the official OGRE site at www.ogre3d.org

Have fun,

The PureBasic Team

Posted: Mon Aug 15, 2005 4:23 pm
by sigi
Wohoo, i can`t believe it. Thank You so much for this. :D

Posted: Mon Aug 15, 2005 4:57 pm
by THCM
Thanx Fred! I'll try it out with my game and report as soon as possible!

Posted: Mon Aug 15, 2005 5:14 pm
by Falko
Sorry, RuntimeError with the Source MeshManual.pb.

Posted: Mon Aug 15, 2005 5:20 pm
by THCM
@Fred: I replaced the old 3DEngine with your beta and tried your included example and I get 2 diffrent errors with it:

1. With enabled debugger - Log-windows displays "Waiting for executebale to start" and nothing happens.

2. Without debugger - I get a Visual C++ Runtime Error

I have the latest Purebasic beta installed.

Posted: Mon Aug 15, 2005 5:21 pm
by THCM
@Fred: Perhaps some Purebasic-Libraries are missing in your Zip?

Posted: Mon Aug 15, 2005 5:52 pm
by sigi
Exact the same here:

Runtime Error!
Path.....\PureBasic\Compilers\PureBasic44383687.exe

Posted: Mon Aug 15, 2005 5:53 pm
by Fred
Thank you to test it. Can you tell me the C++ error content ? BTW, with the last beta, the debugger must be turned off for all 3D programs (on some other too as the debugger itself is not working properly). Anout the purelibraries, i don't have changed them. May be you're using an userlib which internally use SetMeshData() ?

BTW, could you tests with the examples codes to see if it at least work with them (World.pb won't work as said previously).

Posted: Mon Aug 15, 2005 6:06 pm
by ts-soft
I have no debugger enabled, i have all userlibs deleted, it's the same, also for world.pb

Posted: Mon Aug 15, 2005 6:09 pm
by sigi
Same here, none of the Examples work.

Posted: Mon Aug 15, 2005 6:20 pm
by Fred
Ho, you will need the new versions of the mesh + skeletons. I have put my whole data dir here: www.purebasic.com/beta/OgreData.zip . There is also a nice little turtle :P . To see which animation is available in a mesh, the OgreMeshViewer tool is a must have. Also, the name of the animation is case-sensitive.

Posted: Mon Aug 15, 2005 6:27 pm
by sigi
No Luck, it`s not working. Same error. :(

Posted: Mon Aug 15, 2005 6:29 pm
by ts-soft
thx for sharing your gfx-stuff :D , but the examples don't work

Posted: Mon Aug 15, 2005 6:34 pm
by Fred
any chance to get the exact line where it crash (with OnError) ?

Posted: Mon Aug 15, 2005 6:42 pm
by ts-soft
Fred wrote:any chance to get the exact line where it crash (with OnError) ?
No, i have onerror-routines added an it's come only the c++ runtime-error