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Author Topic: Upgrading Visual Ogre Studio from Ogre 1.2 to 1.4  (Read 5551 times)

OvermindDL1

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Re: Upgrading Visual Ogre Studio from Ogre 1.2 to 1.4
« Reply #15 on: November 17, 2007, 01:52:33 AM »

Hence my comment about check the function address, if it was wrong that would indicate exactly what pjcast stated.  Using a debugger is good. :)
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pjcast

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Re: Upgrading Visual Ogre Studio from Ogre 1.2 to 1.4
« Reply #16 on: November 17, 2007, 08:30:59 AM »

Though, I'll admit it is a tad difficult at times to debug managed code to native code. Though, with the right debugger and projects settings, you can step around into both easily ;)
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OvermindDL1

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Re: Upgrading Visual Ogre Studio from Ogre 1.2 to 1.4
« Reply #17 on: November 17, 2007, 10:26:38 PM »

Which is something Visual Studio does well. :)
Never under-estimate a good debugger session. :P
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skumancer

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Re: Upgrading Visual Ogre Studio from Ogre 1.2 to 1.4
« Reply #18 on: November 18, 2007, 12:37:13 PM »

I'll update my version and see what happens :)

Thanks a lot!

-Ricardo
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Substatic

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Re: Upgrading Visual Ogre Studio from Ogre 1.2 to 1.4
« Reply #19 on: November 24, 2007, 03:15:13 PM »

Hey pjcast and the rest of the VisualOgreStudio crew,

Skumancer and I are working together for this project. I'm having some issues with the VOS and I thought I'd just post it in this thread instead of making a new one.

Just to keep you updated as to where we are, we've now ported over our changes to VOS using Ogre using 1.4 to VOS using Ogre 1.4.5. Another one of our coders successfully added a .scene file created in VOS into his Ogre application. Thanks for the help with the upgrading guys!

I'm trying to get particle systems added to the scene. Need help! This is what I've figured out so far. Choosing either to create a particle system or a billboardset opens up the same form currently, as there is currently no .cs file to handle the adding billboardset dialog. So let's put billboardset on hold in this discussion, though I assume the form will look very similar to the one you created for adding particle systems (copy/paste! Yay!). Correct me if I'm wrong.

Now, in NewParicleSystem.cs you've iterated through the ParticleSystemManager singleton to fill up the Template dropdown menu. However, nothing is being added to the dropdown so I assume the singleton instance has no templates. Hence, on clicking the create button, mContext gets set to null and everything goes to hell.

Also, in OgreProject.cs, I came accross the following comment:

Code: [Select]
// TODO: If the project is re-opened, parsing the .particle templates throws exception because they are not unloaded
// when the resource group is unloaded
// (it seems there is not way to make Ogre unload the particle templates ?!?)
ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

I'm guessing this is a related particle system template issue? Could you shed some light on this and can you tell me why the templates aren't being added to the singleton instance of ParticleSystemManager? And where that code would go if I were to go ahead with it?

Another thing, what exactly does your function ExpandMaterialResource in OrgeProject.cs do? And why is its only usage commented out? If uncommented, one gets an error on loading a project. Can you please tell me what you intended to do with this function?

Thanks in advance!
« Last Edit: November 24, 2007, 03:36:14 PM by Substatic »
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pjcast

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Re: Upgrading Visual Ogre Studio from Ogre 1.2 to 1.4
« Reply #20 on: November 26, 2007, 07:20:38 PM »

As far as I know, I did not not work on it, the particle stuff was just a stub and nothing really came of it.
In regards to the comment, I think the latest version of Ogre added some method to clear the particle templates, but am not sure.

The ExpandMaterialResource in OgreProjects, if I recall correctly, simply split each material name into different treeview items - split by material files. Not totally sure, it has been a while since I last touched the source. It is either commented because it was broken (can't remember), or Praetor did it when he was working on the material editor plugin... not sure. sorry I couldn't be of much help. Most of the source code should speak for itself, as it is mostly documented, and is pretty straight forward. Feel free to ask further questions, I'll answer what I can.
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