diego1996 / gamekit

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Update OgreLite to Latest stable (1.7.1) #87

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
I've attached an OgreLite directory containing an updated version with fixed up 
CMake files, 

Some notes:
I am using the Gamekit specific OgreFont, so bug fixes present in later 
versions have not been incorporated.

These Previous issues have not been fixed
D3d10 and 11 renderers still do not compile
Gamekit still has shadow issues with the d3d9 renderer

Original issue reported on code.google.com by AndrewA...@gmail.com on 18 Aug 2010 at 12:52

Attachments:

GoogleCodeExporter commented 9 years ago
Thanks a lot for the effort, I didn't realize DX10/DX11 was broken.

We made a lot of cmake improvements to make sure gamekit compiles 
out-of-the-box without hassle without having to deal with dependencies (unlike 
the Ogre cmake files).

Did you make sure that "fixed up CMake files" keeps those improvements we made 
intact?

Original comment by erwin.coumans on 24 Aug 2010 at 12:05

GoogleCodeExporter commented 9 years ago
It should only use the deps built into the project (a "feature" I love). This 
is easy to accomplish on my windows platform because there are no globally 
installed deps for it to fall back on (excluding openal)

With that said, I am not extremely skilled with cmake, so please give them a 
hard look over, its very likely the scripts may accidentally eat your 
harddrive, infect you with scurvy or something equally sinister.

Everything else should be solid.

Original comment by AndrewA...@gmail.com on 24 Aug 2010 at 12:33

GoogleCodeExporter commented 9 years ago
Given I seem to be the OSX / iPhone test guinea pig, I'd be willing to give 
this a shot on the Mac build. I could do it on Windows too, but time is limited.

For my interest, what is it I need to look for being fixed/changed? That, and 
being a minor perfectionist at times, what level of changes would be needed to 
merge OgreFont "fixes" across to GameKit?

Original comment by BenT.Sol...@gmail.com on 24 Aug 2010 at 3:12

GoogleCodeExporter commented 9 years ago
The Ogre Font modification is for manually loading a font from memory.
It should be relatively simple to copy & paste the mod after the Ogre version 
is updated. 

The function is OgreFont::loadManualResource, see gkDebugScreen.cpp on the 
usage.

This functionality will be needed later to load user .fontdef files, from 
blender VFont objects.

If you do not have the time, I can get it implemented.

Original comment by snailr...@gmail.com on 24 Aug 2010 at 11:31

GoogleCodeExporter commented 9 years ago
I will go ahead and merge the Ogre build in a bit.

Original comment by snailr...@gmail.com on 24 Aug 2010 at 2:23

GoogleCodeExporter commented 9 years ago
Upgraded
http://code.google.com/p/gamekit/source/detail?r=532

Original comment by snailr...@gmail.com on 24 Aug 2010 at 3:52

GoogleCodeExporter commented 9 years ago
Thanks for doing this snailrose.

Original comment by AndrewA...@gmail.com on 24 Aug 2010 at 7:24