Wrecked Games

Please login or register.

Login with username, password and session length
Advanced search  

News:

We're just that awesome.

Pages: [1] 2

Author Topic: Having problems running the CEGUI demo  (Read 4769 times)

Obliviere

  • Guest
Having problems running the CEGUI demo
« on: October 31, 2005, 10:43:57 AM »

Hi there, I was hoping that you might be able to lend me some insight into my problem.  I'm using both VC 6.0 and 7.1 in trying to build this demo, and I'm coming across odd errors as it seems to relate to Ogre.  Does this plugin require a certain version of Ogre to run?  I've been using 1.0.3, and am a bit hesitant to update it to 1.0.5 (I believe is the latest) without good cause.

When building in 7.1, it gives me the error of:

The precedure entry point ?getName@Resource@Ogre@@QBEABV?$basic_string@DV$char_traits@D@_STL@@V?$allocator@D@2@@_STL@@XZ could not be located in the dynamic link library OgreMain_d.dll.

When building in 6.0, it gives me 10 unresolved external symbols in the haze of STL compile messages.  I am using STL 4.6.2, and I believe that to still be the standard.

Any advice would be greatly appreciated.  Thanks!
Logged

Obliviere

  • Guest
Having problems running the CEGUI demo
« Reply #1 on: October 31, 2005, 04:55:42 PM »

Hacked at my build of 6.0 until I got somewhere, but now I have the same problem as when I build in 7.1, except that it cites CEGUIBase_d.dll as the problem instead of OgreMain_d.dll.

Any thoughts are appreciated!
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2652
    • View Profile
    • http://www.wreckedgames.com
Having problems running the CEGUI demo
« Reply #2 on: November 02, 2005, 09:38:08 AM »

I've been busy for this week at school.. so, sorry I didn't get back quicker...

From the best of my knowledge, the Demo should work with Ogre version 1.0 or greater.. And CEGUI 0.2.0 (though, I recommend at least CEGUI 0.3.0 and Ogre 1.0.4). THe demo is definately not updated for CEGUI 0.4.0 (though, that would just be a couple of small changes and newer scheme files and whatnot).. I also built fine with Ogre CVS head last month (before head switched to CEGUI 0.4.0). Additionally, I also use STLPort 4.6.2. Though, why do you use STLPort with vc7.1? I thought that had decent stl support.. You have built all projects with the same settings right? Ogre, CEGUI, TheoraPlugin all using STLPort and Multithreaded DLL debug/release runtimes?

I've built this plugin with VC6 and Ogre v1, though, that was the last time I built with VC6.. And that was in or before January. I do use VC7 myself.
Logged

Anonymous

  • Guest
Having problems running the CEGUI demo
« Reply #3 on: November 02, 2005, 05:38:20 PM »

Hey, finally got it running.  Mainly thanks to the use of Dependency Walker to verify that I was using the compatible DLLs for the application (there were a few different builds of everything floating around).

As for STLPort 4.6.2, I should have specified that I was using that for VC6.

A problem that did crop up though, that I didn't find discussed anywhere else here, is that when I built it, a couple of things happened.

a) When I run it through the debugger, it complains that it can't find the resources.cfg file.  I have that file and all the supporting DLLs in the same folder as the executable; is there anything else that has to be done here to run it from VC?  Accordingly, it runs fine if I just manually start the .exe from the folder.  Of course, this doesn't allow me the use of the debugging tools.  Which leads to...

b)  When I play the movie, the sound of the cheer.ogg movie seems to work out fine, although the video looks to be playing in extreme fast forward.  A few frames flash by, and the video arrives at the end in about 10-15 seconds.

Using the video test driver results in normal playback, just as a sidenote.

Thanks again for any thoughts.
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2652
    • View Profile
    • http://www.wreckedgames.com
Having problems running the CEGUI demo
« Reply #4 on: November 02, 2005, 10:14:46 PM »

The problem with running through the IDE, is that you have to set your working directory to your folder, or else it runs from the default (the project file folder).

I haven't really seen the second issue.. At least, not for a while. Make sure you are disabling seeking, cause that can cause problems.
Logged

Obliviere

  • Guest
Having problems running the CEGUI demo
« Reply #5 on: November 03, 2005, 01:19:06 PM »

This is really starting to boggle me.  I'm assuming that seeking is off by default, as found in MovieLogic::playMovie method:

mVideoControl->setSeekEnabled( false );

If so, turning this off/on doesn't affect the video playback at all.  Hopefully that's all I have to do to get rid of seeking?  I wasn't able to find any other posts documenting this, however.

As far as other things I've tried, I haven't been able to get either it to work in VC6 mode.  It gives me an ms_singleton error cause by the LogManager, and then crashes before it even gets to the Ogre screen where you can select rendering system, etc.
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2652
    • View Profile
    • http://www.wreckedgames.com
Having problems running the CEGUI demo
« Reply #6 on: November 04, 2005, 11:46:49 AM »

When you say the video test driver works ok.. You mean the CEGUI Theora demo? And it is your app with the unusual playback?

Are you doing movies in code or through script files.. I strongly suggest sticking with the code route. Also make sure you are updating the movie clip every frame (which you are probably) with blitFrameCheck IIRC of MovieClip... It is an outstanding issue, but I plan on adding that check to be internal to the plugin again, I took out the external updating due to an Ogre Framelistener problem.
Logged

Obliviere

  • Guest
Having problems running the CEGUI demo
« Reply #7 on: November 04, 2005, 01:39:34 PM »

I haven't yet tried to do any of this in my own code.  By the video test driver working okay, I meant the videotestdriver.exe from the ogg.zip download on your website.  That only seems to have a VC 7.1 sln file (complete.sln), but it plays all of these movies perfectly.

The unusual playback I am getting in your CEGUI demo, which is odd, since none of you seem to be seeing the same behaviour.  To be sure, I recently updated the ogreaddons folder from CVS, and I am seeing the same problem.  As far as updating every frame, I believe it is still being called in the frameStarted() function in the version of code that I have.
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2652
    • View Profile
    • http://www.wreckedgames.com
Having problems running the CEGUI demo
« Reply #8 on: November 04, 2005, 10:16:14 PM »

Ok, yes the framestarted of the demo does the updating then.. I was referinng to their used to be an internal framelistener in MovieClip class.. But that is not your problem here.

Ah, VideoTestDriver... That app is a complete rewite of My Wrapper lib in C# (along with a Java Theora decoder  port to C# I did). As a side note, that is the only fully done video codec decoder written in C# that I have heard of :) And that solution file works with 7.0 (that is the only VC I have) and .Net 1.1 - it also includes everything needed to build/run it.

Back on topic.. Ok, so you are having problems with the included CEGUI demo.. ANd you are using VC7.0. Are you using the included theora project.. Or did you download that seperately from theora.org (or elsewhere)? Also, does this do the same thing in D3D9 and GL?
Logged

Obliviere

  • Guest
Having problems running the CEGUI demo
« Reply #9 on: November 07, 2005, 09:33:24 AM »

hee hee, good memories of that VideoTestDriver, I take it  :wink:

I'm using primarily VC 6.0 to do this work, but I occasionally go to VC 7.1 when I'm getting frustrated with trying to do it with 6.0.  I'm using the included Theora project, but with you mentioning that, I might try the theora 1.0 alpha 5 version, to see if that helps anything.

And yes, it does the same in D3D9 and GL.  Speaking of which, I'm wondering why D3D7 is excluded?  I'm assuming that it can't handle Theora; but just curious, rather than even wanting to get it working in D7 or anything.
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2652
    • View Profile
    • http://www.wreckedgames.com
Having problems running the CEGUI demo
« Reply #10 on: November 07, 2005, 03:03:16 PM »

DX7 should work fine wiith the plugin.. At least, it should.. The pixel buffer stuff was added to DX7 along with DX9 and GL. It is not really excluded from the project AFAIK.. I think I do not have it listed in plugins.cfg but that is just what I use really. Though, DX7 is removed from Ogre 1.1 (Dagon).

Not sure why you are using VC6 if you have VS .net around.. Much better compiler and all around IDE. Theora Alpha 5 should also have no bearing, as nothing in that department has changed ( I have tested Alpha 3, 4, and 5 and all perform similiarly). The only time I ran into a problem like this was when theora was built without float support (but, I added that define to the preprocessor defintions of the theora project to fix that - as the theora project files are hardly ever updatred for Windows, they use mostly Linux themselves).

Do you have a multiprocessor/hyperthreading or multicore setup? Maybe you are running into thread problems (I have no probblems on my Multi CPU rig). Perhaps you can zip up your working build of the demo, and all your dll's needed and media file (even if it is the same as the one in cvs) - so I can test it here... To at least try to reproduce it. If you have a place to host it.
Logged

Obliviere

  • Guest
Having problems running the CEGUI demo
« Reply #11 on: November 07, 2005, 03:32:00 PM »

Well, I think I've narrowed down a PROBABLY cause.  As I'm playing through the movie, the vTime it's giving me is -1, which I imagine is bad news bears.  I traced this back to TheoraMovieClip::decodeTheora(), where it has this code:

videobuf_time = theora_granule_time( &m_theoraState, m_theoraState.granulepos );

videobuf_time is the variable which later becomes the value of vTime.  Going down another step, theora_granule_time() returns -1 only when "The given granulepos is undefined (i.e. negative)," or when, "The function has been disabled because floating point support is not available."  This function is found in theora.h.

Well... does this sound like it might be causing the odd behaviour?  And if so, then what would cause the function to return -1?  I don't know what would manipulate the granulepos' value (I don't even really know what it does... it seems to hook into an ogg library), and how could floating point support be disabled on my machine?  Perhaps a compiler argument, which is causing this to happen for me, and for no one else?

Thanks again for your time!
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2652
    • View Profile
    • http://www.wreckedgames.com
Having problems running the CEGUI demo
« Reply #12 on: November 07, 2005, 03:59:09 PM »

Yeah.. that is what I saw before, and it was caused by having floating point support disabled. but, as I mentioned, if you are using the project files included.. then this should not be the problem... if you are using the VC7 solution file..  I just noticed that the VC6 project files do not have it defined.. THEORA_SUPPORT_FLOAT is the define that enables that little peice of code to be compiled in. Add that to your preprocessor defines in the VC6 project file of theora project (libtheora, not PluginTheora) and that should solve the problem for VC6.

Though, this should work fine for VC7.. Perhaps you have some object files that were compiled with VC6, and VC7 did not recompile it, and instead just linked it.. I suggest a complete clean, and add that to VC6 if you want to use VC6... Or just rebuild with just VC7+
Logged

Obliviere

  • Guest
Having problems running the CEGUI demo
« Reply #13 on: November 07, 2005, 05:47:55 PM »

You've brought tears to my eyes.  Defining that did it (just to be clear to anyone else with similar problems).  Now I can get on to more conventional problems, like lowish FPS  :D

Thanks for your patience, PJCast!
Logged

Obliviere

  • Guest
Having problems running the CEGUI demo
« Reply #14 on: November 07, 2005, 06:12:54 PM »

Hmm, I suppose it'd be too much to ask if you knew why the Release build for the project triggers an ms_Singleton error and crashes in OgreLogManager?  Fails on line 74, I believe, if you had any time to look into it?  Thanks again.
Logged
Pages: [1] 2