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Seraphis

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Everything posted by Seraphis

  1. Hello LE Community! I was unsure as to where to post this so this is where it wound up; I apologize if there was a better section. Anyway, I've been having a problem with importing models into the leadwerks engine. I've been trying to figure out the issue with my artwork developers but no one can seem to come up with an answer. Essentially whenever my artist develops a model in Autodesk 3DSMAX he uses the plugin to get it into GMF form (we've tried the converters that come with the engine but they all error out or crash when trying to convert .objs). The problem being when we get the model into the engine anything that he mirrored on the model ( such as railings or walls or anything that needs to be mirrored ) comes out messed up and out of place once its a GMF. In other words: if he makes a model of a square room and he mirrors 2 of those walls to make them symmetrical then once it is turned into a GMF file those 2 mirrored walls would wind up wayyyy away from where they were in 3dsmax. I assumed this was an issue with the plugin for 3dsmax but after coming up with no results for the issue now I'm just confused. Did anyone here happen to have the same issue and found a solution or am I just being a moron? haha... Anyway, Thanks in advance, Zach
  2. I just fixed it, thank god. Thanks for the help anyway man.
  3. put glPixelStoref(0x806E, 0); glPixelStoref(GL_PACK_ROW_LENGTH, 0); glPixelStoref(GL_UNPACK_ROW_LENGTH, 0); Right before CEGUI::System::getSingleton().renderGUI(); =)
  4. heh, weird, I dont have any of the openGL headers or .lib files, or at least I dont know where the hell they are... Not in my compiler's lib folder or anything.
  5. My additional deps are MyGUI.OpenGLPlatform.lib , opengl32.lib, glu32.lib, glut32.lib, MyGUIEngine.lib, still getting it.
  6. Hello Community! Recently I have been tyring to get CEGUI to work with little success of some reason I cant figure out (but thats a different post). In the process of googling for answers, somone on the CEGUI forums mentioned another library called MyGUI which was originally designed for the Ogre engine but has support for both Direct3d and OpenGL directly. According to many it is a faster more intuitive GUI, so I'm interested considering I would not like to waste more time on my project f***ing around with GUI libraries. I've done a lot of reading on the engine but I am, once again, running into issues... When you download the MyGUI source package (located here: http://mygui.info/) you must compile the MyGUIEngine.dll, MyGUIEngine.lib and the MyGUI.OpenGLPlatform.lib files. But, in order to build these you need the FreeType library (found here: http://sourceforge.net/projects/freetype/files/) *NOTE* I used version 2.3.11 because that was the version out during the last version of MyGUI, I was just trying to eliminate possibilities for things going wrong. You must also compile the freetype library file (for version 2.3.11 freetype2311.lib) (annoying, I know, but this is usually included in Ogre) This will allow you to compile the MyGUI files) ANYWAY, once all the extra **** is done I followed this tutorial (found here: http://www.ogre3d.org/tikiwiki/MyGUI+quickstart ) replacing the Ogre Platform with just the Generic OpenGL one. When building my project I receive a bunch of errors simliar to this one I know it must be something retardedly easy, since it always is. Thanks in Advance, Seraphis
  7. I have my files structure set up like this. The GUI folder has all the subfolders containing the files for CEGUI, the looksnfeels folder etc. My project settings are like this: *General Settings* Output Directory: (" ..\ ") Imtermediate Directory: (" $(Configuration)\ ") Platform Toolset: v90 *Debugging Settings* Command: (" $(targetpath) ") Working Directory: (" $(targetdir) ") *C++ General Settings* Additional Include Directories: C:\Users\Seraphis\code\Engines\CEGUI\cegui\include; C:\Users\Seraphis\code\Engines\Leadwerks\CPP; *Linker - Input* Additional Dependencies: opengl32.lib CEGUIBase_d.lib CEGUIOpenGLRenderer_d.lib Now, inside of c:\code\CPP_Projects\testproject\ rests my EXE along with the following DLLs CEGUIBase_d.dll CEGUIExpatParser_d.dll CEGUIFalagardWRBase_d.dll CEGUIOpenGLRenderer_d.dll CEGUISillyImageCodec_d.dll silly_d.dll along with the other dlls needed for the engine. The solution, project file, and all the headers/cpp files are in the source folder.
  8. Its been a few days of tinkering now and I haven't had any luck. I have my command set up properly as well as my working directory. I'm stumped.
  9. Hello community, I was just looking through the CEGUI tutorial by Laurens and the CEGUI forums for an answer to this little frustrating issue but all to no avail. Essentially the problem is that I keep getting an access violation when I run the program and I'm pretty sure I narrowed it down to the line thats causing the exception. CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme"); Now, I have a the TaharezLook.scheme in my gui/schemes folder which is in the main folder of my application. I'm using Visual Studio 2010 with the 09 toolset. I've followed the tutorial to a T and have crosschecked my code to it a million times. When checking the CEGUI log file it returns no error. Heres my log. So I'm rather confused at there being no error in the log for this... I've posted my code below, I left out a lot of the usual leadwerks code in my program but left my comments. Essentially the program stops getting the access violation when the CEGUI code is removed, and when commenting out the aforementioned line I get no crash, but then obviously the GUI doesnt render. #include "engine.h" #include "CEGUI.h" #include "RendererModules\OpenGL\CEGUIOpenGLRenderer.h" #include "ProcessScene.h" int main(int argc, char** argv) { Initialize(); //Create a graphics context Graphics(1024,768); //Create a world if (!CreateWorld()) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } //Create a camera //Create a light //Load Scene //Create a render buffer //Configure Character //Reposition Camera //Handle Collisions //Camera & Movement Variables //Init GUI CEGUI::OpenGLRenderer &ceguiRenderer = CEGUI::OpenGLRenderer::create(); CEGUI::System::create(ceguiRenderer); ceguiRenderer.enableExtraStateSettings(true); CEGUI::DefaultResourceProvider *rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "gui/Schemes/"); rp->setResourceGroupDirectory("layouts", "gui/Layouts/"); rp->setResourceGroupDirectory("looknfeels", "gui/LookNFeels/"); rp->setResourceGroupDirectory("imagesets", "gui/Imagesets/"); rp->setResourceGroupDirectory("fonts", "gui/Fonts/"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme"); CEGUI::FontManager::getSingleton().create( "DejaVuSans-10.font" ); CEGUI::System::getSingleton().setDefaultFont("DejaVuSans-10"); CEGUI::WindowManager &wm = CEGUI::WindowManager::getSingleton(); CEGUI::Window *root = wm.loadWindowLayout("test.layout"); CEGUI::System::getSingleton().setGUISheet(root); //Main loop while(!KeyHit(KEY_ESCAPE)) { //Camera Controls //Character Controls //Update the world UpdateAppTime(); UpdateWorld(); //Render the scene SetBuffer(buffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(buffer); //GUI Render glPixelStoref(0x806E, 0); glPixelStoref(GL_PACK_ROW_LENGTH, 0); glPixelStoref(GL_UNPACK_ROW_LENGTH, 0); CEGUI::System::getSingleton().renderGUI(); Flip(); } exitapp: Terminate(); return 0; } If you need any more information from me please let me know. Thanks in advance =).
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