• What do you need help with? V. 3.0
    4,884 replies, posted
[quote]Process terminated with status 0 (0 minutes, 7 seconds) 0 errors, 0 warnings[/quote] Where's the error
[QUOTE=esalaka;32589742]Where's the error[/QUOTE] The error is that nothing happens, no new files get generated and I have to cancel the process. [editline]2nd October 2011[/editline] Unless I'm dumb and there's some special way of using the binary compiled with CMake that I don't know of.
You're still running make after cmake, right?
[QUOTE=ChoLua;32589479]How to install OpenGL please someone describe for me ?[/QUOTE] You already have it, it's implemented on your graphics hardware.
[QUOTE=esalaka;32589932]You're still running make after cmake, right?[/QUOTE] Yeah. Alright, I need something cleared up: after I compile, how am I meant to use the binaries? The include/lib dirs are not the same (the ones I compiled are empty), does that mean they magically appear when I compile or am I just incredibly stupid and don't know how to use them?
[QUOTE=Chris220;32589967]You already have it, it's implemented on your graphics hardware.[/QUOTE] How to use it ? I downloaded and installed something called GLUT am i right ?
[QUOTE=Samuka97;32590021]Yeah. Alright, I need something cleared up: after I compile, how am I meant to use the binaries? The include/lib dirs are not the same (the ones I compiled are empty), does that mean they magically appear when I compile or am I just incredibly stupid and don't know how to use them?[/QUOTE] What are you compiling?
[QUOTE=esalaka;32590068]What are you compiling?[/QUOTE] Ogre3D. I mentioned it in the original post, compile log and a few pages back.
[QUOTE=Samuka97;32590083]Ogre3D. I mentioned it in the original post, compile log and a few pages back.[/QUOTE] Just follow the step-by-step guide in BuildingOgre.txt in the Ogre folder.
[QUOTE=Z_guy;32590739]Just follow the step-by-step guide in BuildingOgre.txt in the Ogre folder.[/QUOTE] It tells me to do the same thing as the tutorial.
[QUOTE=Samuka97;32590795]It tells me to do the same thing as the tutorial.[/QUOTE] I don't get why it's trying to use a makefile, if you're generating a Code::Blocks project there should not be any makefile.
[QUOTE=Z_guy;32591141]I don't get why it's trying to use a makefile, if you're generating a Code::Blocks project there should not be any makefile.[/QUOTE] Still. I've followed the tutorial exactly, and I even used the version of CMake it told me to, yet it still spills out errors at me. It looks like an error with my system and not with Ogre, really. There's not even compile errors, it's some weird... I don't know what it is. Also, the SDK works fine, but it recommends using the source instead of the SDK for making games so that's why I'm trying to compile it myself. [editline]2nd October 2011[/editline] Oh, and if this changes anything, I'm on 64-bit.
[QUOTE=Samuka97;32591421]Still. I've followed the tutorial exactly, and I even used the version of CMake it told me to, yet it still spills out errors at me. It looks like an error with my system and not with Ogre, really. There's not even compile errors, it's some weird... I don't know what it is. Also, the SDK works fine, but it recommends using the source instead of the SDK for making games so that's why I'm trying to compile it myself. [editline]2nd October 2011[/editline] Oh, and if this changes anything, I'm on 64-bit.[/QUOTE] The ARCH you're using shouldn't change anything, but have you tried setting the same environment up on another computer, say, a virtual machine and tried to go step-by-step there? If it doesn't work there, there's something wrong with the Ogre3D you're using OR you're (most likely) doing something very wrong.
[QUOTE=T3hGamerDK;32591770]The ARCH you're using shouldn't change anything, but have you tried setting the same environment up on another computer, say, a virtual machine and tried to go step-by-step there? If it doesn't work there, there's something wrong with the Ogre3D you're using OR you're (most likely) doing something very wrong.[/QUOTE] I haven't tested it on another system because I'm too lazy to set up a virtual machine. I'm not sure, but that might be. I would probably need someone to guide me through the installation to check, because afaik all the tutorials are about compiling for Visual Studio and not C::B. I might just use the SDK though. I don't understand what's so wrong about using it, because I don't think I'll need (or be able) to edit Ogre's source anytime soon.
Anyone have any idea why, in linux (not tested windows so far) The select in this code seems to just allways return 0? [url]http://paste.ubuntu.com/701178/[/url] I try and connect and it connects anyway, even when the code dosn't even TRY to do socket.accept() until it gets a successfull poll It looks like something else is accepting it, but I can't find what, so I am assuming some weird socket setting.
I'm getting an error while trying to write OpenGL code. I included all the necessary gl files and created an SFML context for OpenGL, but it doesn't work and returns [IMG]http://i51.tinypic.com/2u6pxec.png[/IMG] even though all of them are defined and should work.
Alright. I found out that the problem is not with Ogre3D, but with everything I try to use "make" on. I was compiling OgreNewt, and after I finally solved all my errors, I try to compile, and what do I get? [cpp]-------------- Build: all in OgreNewt --------------- Using makefile: Makefile Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved. G:\Samuka97\1. Aplications\5. Programming Software\IDE\CodeBlocks\Libraries\Ogre3D\OgreNewt\ogrenewt_newton20\bin> Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved. G:\Samuka97\1. Aplications\5. Programming Software\IDE\CodeBlocks\Libraries\Ogre3D\OgreNewt\ogrenewt_newton20\bin>Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved. G:\Samuka97\1. Aplications\5. Programming Software\IDE\CodeBlocks\Libraries\Ogre3D\OgreNewt\ogrenewt_newton20\bin>Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved. G:\Samuka97\1. Aplications\5. Programming Software\IDE\CodeBlocks\Libraries\Ogre3D\OgreNewt\ogrenewt_newton20\bin>[/cpp] I need to figure out why is make.exe not working, because I think I'm gonna be using it a lot. And why does it not come with the regular C::B installer MinGW? [editline]2nd October 2011[/editline] Oh, wait. I checked C::B's compiler options, and to build the program it was using "make.exe" instead of "mingw32-make.exe"! I changed it to the second one, and now it actually starts compiling. However... [cpp]||=== OgreNewt, all ===| G:\Samuka97\1E0E0~1.APL\54208~1.PRO\IDE\CODEBL~1\LIBRAR~1\Ogre3D\OgreNewt\OGRENE~1\inc\OgreNewt_stdafx.h|4|fatal error: Ogre.h: No such file or directory| ||=== Build finished: 1 errors, 0 warnings ===| [/cpp] This is obviously because the Ogre include directory is not being included, but how can I include it? Right clicking and going to Build Options does not show the regular menu, it shows this: [IMG]http://i55.tinypic.com/2dudq2h.png[/IMG] So I don't know how to add the ogre include directory to the project.
-snip- You've already done this.
[QUOTE=T3hGamerDK;32594786]-snip- You've already done this.[/QUOTE] ...done what? I started from scratch to get Ogre working, so I might have not, depending on what it is :v:
[QUOTE=Samuka97;32595349]...done what? I started from scratch to get Ogre working, so I might have not, depending on what it is :v:[/QUOTE] I was going to ask if you've done #include <GL/gl.h> AND if you've linked against GL (OpenGL32.lib), but obviously that's the case :v:
[QUOTE=T3hGamerDK;32596968]I was going to ask if you've done #include <GL/gl.h> AND if you've linked against GL (OpenGL32.lib), but obviously that's the case :v:[/QUOTE] Oh. Well then, how am I supposed to add Ogre to the search directories?
[QUOTE=Samuka97;32597259]Oh. Well then, how am I supposed to add Ogre to the search directories?[/QUOTE] You shouldn't have to, when CMake runs (or whatever you're using) it should already have the Ogre includes in the search directories. The GL/gl.h is the OpenGL header.
[QUOTE=T3hGamerDK;32597932]You shouldn't have to, when CMake runs (or whatever you're using) it should already have the Ogre includes in the search directories. The GL/gl.h is the OpenGL header.[/QUOTE] Huh. Well, in CMake (yes that's what I'm using), there's 2 variables called OGRE_INCLUDE_SEARCH_DIRS and OGRE_LIBRARY_SEARCH_DIRS. Those are meant to point to the include and lib folders, right? I set them to this: [cpp]G:/Samuka97/1. Aplications/5. Programming Software/IDE/CodeBlocks/Libraries/Ogre3D/SDK_1.7.2/include G:/Samuka97/1. Aplications/5. Programming Software/IDE/CodeBlocks/Libraries/Ogre3D/SDK_1.7.2/lib[/cpp] [editline]3rd October 2011[/editline] Alright, I googled around and all I could find was people saying "it's a directory issue" "thx fixed it", but that didn't help with shit. Maybe I'm supposed to set up my directories a certain way? I'm not sure.
[QUOTE=Samuka97;32597988]Huh. Well, in CMake (yes that's what I'm using), there's 2 variables called OGRE_INCLUDE_SEARCH_DIRS and OGRE_LIBRARY_SEARCH_DIRS. Those are meant to point to the include and lib folders, right? I set them to this: [cpp]G:/Samuka97/1. Aplications/5. Programming Software/IDE/CodeBlocks/Libraries/Ogre3D/SDK_1.7.2/include G:/Samuka97/1. Aplications/5. Programming Software/IDE/CodeBlocks/Libraries/Ogre3D/SDK_1.7.2/lib[/cpp] [editline]3rd October 2011[/editline] Alright, I googled around and all I could find was people saying "it's a directory issue" "thx fixed it", but that didn't help with shit. Maybe I'm supposed to set up my directories a certain way? I'm not sure.[/QUOTE] You could try to do #include "absolute_path_to_file.h" in worst case? That should work. Other than that, I don't know what could be wrong, it doesn't really make sense.
[QUOTE=T3hGamerDK;32598244]You could try to do #include "absolute_path_to_file.h" in worst case? That should work. Other than that, I don't know what could be wrong, it doesn't really make sense.[/QUOTE] Huh. Still, how can I add search paths to my project? That seems like a reasonable solution to try, but I don't know how to when my build options are all weird :| [editline]3rd October 2011[/editline] Oh wow, thanks for the suggestion actually. Doing this: [cpp]#include "G:\Samuka97\1. Aplications\5. Programming Software\IDE\CodeBlocks\Libraries\Ogre3D\SDK_1.7.2\include\OGRE\Ogre.h" //#include <Ogre.h> [/cpp] actually works, and it magically manages to find all of these: [cpp] #include <OgreRoot.h> #include <OgreVector3.h> #include <OgreQuaternion.h> #include <OgreMovableObject.h> #include <OgreRenderable.h> #include <OgreNode.h> #include <OgreFrameListener.h> #include <OgreEntity.h> #include <OgreSubMesh.h> #include <OgreSceneNode.h> #include <OgreLogManager.h> #include <OgreStringConverter.h> #include <OgreRenderWindow.h> #include <OgreSceneNode.h> #include <OgreSceneManager.h> #include <OgreManualObject.h> #include <OgreFontManager.h> #include <OgreMaterialManager.h> #include <OgreCamera.h> #include <OgreHardwareBufferManager.h>[/cpp] Now I get an error about including some boost shit, but that's because I haven't downloaded it yet. I'll download it now and come back with results.
if anyone was wondering regarding my error, it was because I was giving it the highest socket desc, not the highest socket desc + 1
Okay, I downloaded boost but I'm not sure how to link it because, once again, I can't edit my Search Directories. What do?
[QUOTE=Samuka97;32598783]Okay, I downloaded boost but I'm not sure how to link it because, once again, I can't edit my Search Directories. What do?[/QUOTE] I saw above you had a screenshot from this method, but I'll go through it again anyway I guess. Right click project -> Build Options -> select the project name in the list, should be the very top one -> Search Directories -> Compiler or Linker -> Add -> put in path -> Okay -> Okay. That will add it for the whole project, you can also do it for an individual build target (I'm not sure about virtual targets). If that doesn't work, at a pinch you could do it for your compiler globally but it could introduce issues if you name one of your header files the same as one in the library. This process is: settings -> compiler and debugger -> Global Compiler Settings -> GNU GCC Compiler (or whatever you're using) -> Search Directories -> see from above. This all works for me using Code::Blocks 10.05 on Ubuntu; If it doesn't for you, perhaps it's a platform\version issue. Or, dare I say it, PEBKAC :v: [editline]3rd October 2011[/editline] Of course this is using the CB build system, I have no idea how this would affect external makefiles and the like. You'd probably need to edit the cmake file that generates the make file, etc. Failing everything else, you can just use absolute paths like you were doing earlier and that should avoid the issue, I suppose.
[QUOTE=mechanarchy;32601315]I saw above you had a screenshot from this method, but I'll go through it again anyway I guess. Right click project -> Build Options -> select the project name in the list, should be the very top one -> Search Directories -> Compiler or Linker -> Add -> put in path -> Okay -> Okay. That will add it for the whole project, you can also do it for an individual build target (I'm not sure about virtual targets). If that doesn't work, at a pinch you could do it for your compiler globally but it could introduce issues if you name one of your header files the same as one in the library. This process is: settings -> compiler and debugger -> Global Compiler Settings -> GNU GCC Compiler (or whatever you're using) -> Search Directories -> see from above. This all works for me using Code::Blocks 10.05 on Ubuntu; If it doesn't for you, perhaps it's a platform\version issue. Or, dare I say it, PEBKAC :v: [editline]3rd October 2011[/editline] Of course this is using the CB build system, I have no idea how this would affect external makefiles and the like. You'd probably need to edit the cmake file that generates the make file, etc. Failing everything else, you can just use absolute paths like you were doing earlier and that should avoid the issue, I suppose.[/QUOTE] There is no "Search Directories" in any of them, as I've showed before: [IMG]http://i55.tinypic.com/2dudq2h.png[/IMG] I am pretty stupid, but I'm not [i]that[/i] dumb :v:
[QUOTE=Samuka97;32605601]There is no "Search Directories" in any of them, as I've showed before: I am pretty stupid, but I'm not [i]that[/i] dumb :v:[/QUOTE] You only mentioned looking in the right-click build options menu, so I thought I'd mention it anyway. I'm not sure what the problem is - you're using CB 10.05 like me, and the platform shouldn't make any difference in this case. The only thing I thought might have been an issue was if it was a virtual target, did you try looking for the search directories tab under 'OgreNewt' instead of 'all'? :S If all else fails, you can do what I do - write your own makefiles :v:
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