In MainOgre.cpp, for Ogre 1.7, they changed the getAvailableRenderersMethod. Previously it returned a ptr to a list, now it just returns a const list. Here is the correction to the example (which I got from the zip download - perhaps this is already fixed in the tree) :
// Setup RenderSystem
Ogre::RenderSystem *currentRenderSystem;
const Ogre::RenderSystemList rl = Ogre::Root::getSingleton().getAvailableRenderers();
std::string str;
for (Ogre::RenderSystemList::const_iterator it = rl.begin(); it != rl.end(); ++it) {
currentRenderSystem = (*it);
str = currentRenderSystem->getName().c_str();
//if (str.find("D3D9") != std::string::npos) break; //Change GL to D3D9 for DX9
}
minor problem, but I figured I'd post the change.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Yeah, thanks for that, the test demo is quite old and hasn't been updated for the latest OGRE version, its more of a code preview rather then a fully working demo app.
Thanks.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Anonymous
-
2010-06-10
Yep, figured that out and just integrated it into my app rather than mess with it. It also needed code to load the plugin as well. I have it working pretty well, thanks for releasing the code. One thing I was not clear when I got started was how to set up the attenuation - a short note somewhere on the falloff parameters would be good I think.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
In MainOgre.cpp, for Ogre 1.7, they changed the getAvailableRenderersMethod. Previously it returned a ptr to a list, now it just returns a const list. Here is the correction to the example (which I got from the zip download - perhaps this is already fixed in the tree) :
// Setup RenderSystem
Ogre::RenderSystem *currentRenderSystem;
const Ogre::RenderSystemList rl = Ogre::Root::getSingleton().getAvailableRenderers();
std::string str;
for (Ogre::RenderSystemList::const_iterator it = rl.begin(); it != rl.end(); ++it) {
currentRenderSystem = (*it);
str = currentRenderSystem->getName().c_str();
//if (str.find("D3D9") != std::string::npos) break; //Change GL to D3D9 for DX9
}
minor problem, but I figured I'd post the change.
Yeah, thanks for that, the test demo is quite old and hasn't been updated for the latest OGRE version, its more of a code preview rather then a fully working demo app.
Thanks.
Yep, figured that out and just integrated it into my app rather than mess with it. It also needed code to load the plugin as well. I have it working pretty well, thanks for releasing the code. One thing I was not clear when I got started was how to set up the attenuation - a short note somewhere on the falloff parameters would be good I think.