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Xetheriel

Can anyone help me get started on Ogre?

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Alright, maybe I'm slow, or maybe the first tutorial is just plain cryptic.. Can anyone take me step by step what to do to make it so that the first example on that wiki page runs on my vs2005?

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I've compiled it by opening the samples solution and compiling it, no problems..

That is about as far as I've gotten :d

Now I want ogre to work on programs I create :)

I've pretty much downloaded the SDK, opened the sample solution, and hit the build all button... :d

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there one more thing about ogre it really require the use of graphic cards. do you have one that is recent?

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Could we, perhaps, get a description of your problem? It's a little hard to help if we don't know what the symptoms are.

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I'm having trouble with this tutorial:

http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication

I am having trouble understanding the prerequisites:

Quote:

The easiest way to get everything configured is to copy an existing OGRE sample and the media directory into your own working directory. If on windows, copy all the necessary runtime DLLs to this directory. Edit plugins.cfg and resources.cfg to match this new directory.

OGRE Libraries & Files
OGRE libraries (OgreMain[_d].dll, OgrePlatform[_d].dll or libOgreMain.so, libOgrePlatform.so for linux)
plugins.cfg - Text file specifying the rendering libraries available to Ogre (ie DX9, OpenGL)
All the plugin libraries listed in plugins.cfg
resources.cfg - If using the ExampleApplication, a text file specifing paths to materials, textures, models, etc
OgreCore.zip - Ensure resources.cfg has the proper path to this file if you plan to use the OGRE debug panel or profiler
Other Resources used in your program (*.zip; *.png; *.particle; *.mesh; ...)


Where do I put the dll's? the windows folder?, it says edit plugincs.cfg and resources.cfg, but how, to do what?

OgreCore.zip, what is this?

Basically I get library linking errors when I try to compile this


#include "ExampleApplication.h"

// Declare a subclass of the ExampleFrameListener class
class MyListener : public ExampleFrameListener
{
public:
MyListener(RenderWindow* win, Camera* cam) : ExampleFrameListener(win, cam)
{
}

bool frameStarted(const FrameEvent& evt)
{
return ExampleFrameListener::frameStarted(evt);
}

bool frameEnded(const FrameEvent& evt)
{
return ExampleFrameListener::frameEnded(evt);
}
};

// Declare a subclass of the ExampleApplication class
class SampleApp : public ExampleApplication
{
public:
SampleApp()
{
}

protected:
// Define what is in the scene
void createScene(void)
{
// put your scene creation in here
}

// Create new frame listener
void createFrameListener(void)
{
mFrameListener = new MyListener(mWindow, mCamera);
mRoot->addFrameListener(mFrameListener);
}
};

#ifdef __cplusplus
extern "C" {
#endif

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT)
#else
int main(int argc, char **argv)
#endif
{
// Instantiate our subclass
SampleApp myApp;

try {
// ExampleApplication provides a go method, which starts the rendering.
myApp.go();
}
catch (Ogre::Exception& e) {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
MessageBox(NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
std::cerr << "Exception:\n";
std::cerr << e.getFullDescription().c_str() << "\n";
#endif
return 1;
}

return 0;
}

#ifdef __cplusplus
}
#endif




Sorry for being vague at all in previous posts, help is much appreciated :)

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