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Gmogre3d - GM Port Of Ogre 3D - Supports GM 8.1


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#21 Revel

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Posted 01 December 2009 - 12:21 AM

Wow! I was actually thinking about porting ogre to GM about a week ago. I am glad to see that this has already been done. Ogre is a great engine!


Good luck on the project.
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#22 Gecko0307

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Posted 01 December 2009 - 06:52 AM

How to swicth to OpenGL? I use StartOgre3DEngine(global.RENDER_GL) but it doesn't work. It shows the same directx related error.
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#23 mauge

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Posted 01 December 2009 - 12:05 PM

There seems to be a problem with the scripts, though it's running fine:

Script name "CreateSimpleSpline" is used twice.
Script name "SetCompositionPassStencilFunction" is used twice.


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#24 Houdini

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Posted 01 December 2009 - 03:07 PM

How to swicth to OpenGL? I use StartOgre3DEngine(global.RENDER_GL) but it doesn't work. It shows the same directx related error.

Hmmm, it may be because I have both the OpenGL and DX renderer's statically linked into my DLL. I may have to add these as external DLLs to avoid this. I'll have this working for the next release.

There seems to be a problem with the scripts, though it's running fine:

Script name "CreateSimpleSpline" is used twice.
Script name "SetCompositionPassStencilFunction" is used twice.

Thanks, my internal version has this now fixed.

I'll have a small update to GMOgre3D at the end of this week.

- Houdini
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#25 mauge

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Posted 01 December 2009 - 03:38 PM

Thanks. I forgot to mention that this seems to be the fastest 3D dll for Game Maker. The examples are awesome and >700 FPS is way more than I could reach with a simple 2D game made with GM only. Great work! I hope the documentation will be complete soon, because there is so much to discover.
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#26 eafg2

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Posted 01 December 2009 - 05:37 PM

Looks awesome, hope that there will be more tutorials soon.
Question:
Posted Image
Is this right?

Edited by eafg2, 01 December 2009 - 05:37 PM.

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#27 mauge

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Posted 01 December 2009 - 08:16 PM

What do you mean?
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#28 Houdini

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Posted 01 December 2009 - 08:25 PM

What do you mean?

He's referring to the fact that if you go half-way under water the reflection at the top of the water is screwed up. The answer to this is both yes and no. It should not be happening, but it's not a bug in GMOgre3D. The GM fresnal project is converted from the fresnal sample app that comes with OGRE and that sample app has that same bug.

I just never took the time to try and figure out how to fix their sample.

- Houdini
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#29 Xilvium

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Posted 01 December 2009 - 08:35 PM

I think it has to do with the RTT (render to texture)'s projection on the plane.
But would it be possible for GM-OGRE3D to use plugin's like ehhr Hydrax and Paged Geometry or do these need to be converted separately?
These are plugins which can be used together with ogre3d itself so if these are ported would they work together or is there something else that prevents this?

-Xilvium
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#30 Houdini

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Posted 01 December 2009 - 09:08 PM

I think it has to do with the RTT (render to texture)'s projection on the plane.
But would it be possible for GM-OGRE3D to use plugin's like ehhr Hydrax and Paged Geometry or do these need to be converted separately?
These are plugins which can be used together with ogre3d itself so if these are ported would they work together or is there something else that prevents this?

-Xilvium

Yes, these plugins can be ported over. If using the non-static version of GMOgre3D you'd just need to build in the interface (if any) between the plugin and GM. I already included SkyX (from the maker of Hydrax) in GMOgre3D. I had already planned on including a paged geometry plugin in the near future. There are a few of them out there, so if you know of one that is considered better than the rest, please let me know!

Currently the plan is to fix any bugs that users find in the near future and finish documentation. After that I plan on adding paged geometry, and possibly Hydrax as well.

- Houdini
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#31 icuurd12b42

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Posted 01 December 2009 - 09:57 PM

Fresnal stops responding from the start.

Are the dlls compiled without debug information, because they seem rather huge
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#32 Ace

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Posted 02 December 2009 - 02:48 AM

It doesn't appear to work in GM8 Release Candidate 2 for some reason, though it works fine in GM7.

Any idea as to why?

Also, any kind of level editor for Ogre3D would be awesome, mostly just to place instances in 3D. Is there some kind of plugin like this? Even if there isn't, maybe we could make one that just exports a script for each object placed to be loaded at game start by a simple load routine using obj_event_add for create, destroy, and step events. If Max WinAPI works with this, it'd be insanely easy to design one.

Finally, what model and animation formats does Ogre3D support?
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#33 PsichiX

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Posted 02 December 2009 - 06:46 AM

It doesn't appear to work in GM8 Release Candidate 2 for some reason, though it works fine in GM7.

because gmogre use SnakePL gmapi, which not work with gm8 yet.

Houdini, gmogre can return OGL device context and renderer context handles? because I want to try manage this from PlayGate and make some tests :D

Edited by PsichiX, 02 December 2009 - 07:13 AM.

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#34 Houdini

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Posted 02 December 2009 - 07:23 AM

Fresnal stops responding from the start.

Are the dlls compiled without debug information, because they seem rather huge

icuurd12b42,

Are you able to run the other example projects just fine? Also, if you could PM me the GMOgre3D.log file I can take a look to see what the issue may be.

The DLLs are not compiled with debug info. This is just how large the OGRE DLLs compile to. FYI, if I include debug info they compile to a whopping 20MB. :D

It doesn't appear to work in GM8 Release Candidate 2 for some reason, though it works fine in GM7.

Any idea as to why?

Also, any kind of level editor for Ogre3D would be awesome, mostly just to place instances in 3D. Is there some kind of plugin like this? Even if there isn't, maybe we could make one that just exports a script for each object placed to be loaded at game start by a simple load routine using obj_event_add for create, destroy, and step events. If Max WinAPI works with this, it'd be insanely easy to design one.

Finally, what model and animation formats does Ogre3D support?

Ace,

PsichiX is correct, GMOgre3D uses GMAPI, which currently doesn't support GM8. As soon as it does I'll make sure to update my project to add support in.

As for level editors go, the popular one seems to be Ogitor (http://www.ogitor.org/about/). It even comes with the source code (LGPL).

Houdini, gmogre can return OGL device context handle? because I want to try manage this from PlayGate and make some tests :D

PsichiX, I can return both the HDC for the GM window and the OpenGL rendering context handle that OGRE uses. I don't currently have an interface in GMOgre3D to return these, but it would be easy to add.

However, I'm currently having an issue with the OpenGL renderer. If I load my GMOgre3D DLL from a Win32 app then the OpenGL renderer works fine. If I run from inside GM it crashes horribly unless I disable loading of all overlays. DirectX9 renderer works just fine in GM though. Still tracking this one down...

- Houdini

Edited by Houdini, 02 December 2009 - 07:25 AM.

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#35 PsichiX

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Posted 02 December 2009 - 07:27 AM

If I load my GMOgre3D DLL from a Win32 app then the OpenGL renderer works fine. If I run from inside GM it crashes horribly unless I disable loading of all overlays.

hmm, can you give me more information about this on PM? maybe I can help :D

Edited by PsichiX, 02 December 2009 - 07:27 AM.

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#36 icuurd12b42

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Posted 02 December 2009 - 07:46 AM

The DLLs are not compiled with debug info. This is just how large the OGRE DLLs compile to. FYI, if I include debug info they compile to a whopping 20MB. :D

Holy moly... And they offer no means to trim it down? Building a ogre.lib you link to your DLL instead, so unused stuff are excluded?

I'll PM you the log. Only that example locks up.
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#37 Xilvium

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Posted 02 December 2009 - 06:03 PM

@Ace :
As for a level editor for placing entity's and such I would highly recommend this editor: http://www.ogitor.org < it has specially been made for Ogre3D

@Houdini:
As for the paged geometry plugin I would recommend this one: Paged Geometry Forum + Download
I would recommend this one because it is very powerfull and extremely easy to use. (I also have expirience with this one haha)
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#38 Houdini

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Posted 02 December 2009 - 07:17 PM

FYI, a new version of GMOgre has been released. This contains just small bug fixes, a few new functions, and compatibility with GM's direction variable (ie, a yaw of 0 now points towards the positive x axis and incrementing this would turn counter-clockwise, just like the direction variable of GM).

Also, there are now 3 basic wiki tutorials online. You can view them here:
http://code.google.c.../Tutorials?tm=6

My next plans are to fix OpenGL support, add paged terrain, and of course continue to add more tutorials/documentation.

- Houdini
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#39 mauge

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Posted 03 December 2009 - 05:38 AM

What do you mean?

He's referring to the fact that if you go half-way under water the reflection at the top of the water is screwed up. The answer to this is both yes and no. It should not be happening, but it's not a bug in GMOgre3D. The GM fresnal project is converted from the fresnal sample app that comes with OGRE and that sample app has that same bug.

I just never took the time to try and figure out how to fix their sample.

- Houdini

Maybe this isn't a bug. As far as I know the fresnel effect is exactly what's shown on the screenshot. The strength of a reflection on a surface depends on the view angle. So it doesn't look wrong to me. If you look straight down on a water surface there will be almost no reflection. But if your are really close to the water and look along the surface it should be like a mirror.

Thanks for the tutorials! I'll study them later. I started a project which I'd like to realize with GMOgre. Are you going to write a tutorial on how to use animated models in the near future?
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#40 Houdini

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Posted 03 December 2009 - 07:04 AM

Thanks for the tutorials! I'll study them later. I started a project which I'd like to realize with GMOgre. Are you going to write a tutorial on how to use animated models in the near future?

Yes I am. I'm in the middle of the 4th tutorial on how to use multiple scene managers and dual screen. Once this is complete the very next tutorial will be on animation. Should be up sometime this weekend.

- Houdini
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