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Author Topic: blitFrameCheck() not working ?  (Read 5501 times)

pjcast

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blitFrameCheck() not working ?
« Reply #15 on: December 13, 2005, 06:25:58 PM »

Well, now that you mention it.. I think I remember seeing some issues with PLugin CG and theora plugin.. How is the order of your plugins.cfg file? Ensure you list Theora plugin last maybe? THough, I am not sure it was the CG plugin, but something odd with the plugins.cfg file.

Remove all plugins that are not needed in your app in the plugin.cfg. Then, systematically add them back to isolate where it fails at is one way to find the problem possibly.
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M&M

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blitFrameCheck() not working ?
« Reply #16 on: December 13, 2005, 10:27:02 PM »

there is only 3 plugins all of which are neccessary. Both rendersystems & the DotSceneManager. Theora is the last plugin in the cfg file.
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M&M

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blitFrameCheck() not working ?
« Reply #17 on: December 14, 2005, 01:25:49 PM »

FINALLY !! i found out what was wrong. Turns out this problem was related to the other topic I posted earlier about the plugin having to be in the root folder. I had 2 dlls, one in my plugins directory and the other in the root. So it was using 2 seperate dlls, I didn't think it'd hurt much but thats apparently what got the plugin(s) confused. After telling the plugins.cfg to use the one in my root Instead it worked !!!
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pjcast

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blitFrameCheck() not working ?
« Reply #18 on: December 14, 2005, 01:42:14 PM »

Hmm.. Surprised that it even worked at all.. You should have gotten the correct one from the Ogre External Texture sources.. Not sure why audio worked and video would not work. Strange solution/problem.
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M&M

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blitFrameCheck() not working ?
« Reply #19 on: December 14, 2005, 02:43:05 PM »

yeah, its definalty odd, it should've worked alright. But i'm not complaining, I finally got the plugin to work after days of agony and frustration :D. I suppose I'll later use that enviroment variable way to make it work.
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