Autor Wątek: Ogre dziwny problem z materiałami  (Przeczytany 4295 razy)

Offline prociomen007

  • Użytkownik

# Wrzesień 01, 2011, 12:46:15
Importuję sobie scenę zapisaną w .xml korzystając z klasy
http://www.ogre3d.org/tikiwiki/RapidXML+Dotsceneloader-cpp&structure=Cookbook
Wszystko przebiega dobrze poza importem materiału.

Mój plik zasobów wygląda tak:
[General]
FileSystem=Media
FileSystem=Media\Materials
FileSystem=Media\Models

Materaiły oczywiście przetrzymuję w folderze Materials. Po uruchomieniu zasoby się ładnie dodają  do programu o czym świadczą logi:
11:42:14: Added resource location 'Media' of type 'FileSystem' to resource group 'General'
11:42:14: Added resource location 'Media\Materials' of type 'FileSystem' to resource group 'General'
11:42:14: Added resource location 'Media\Models' of type 'FileSystem' to resource group 'General'

Niestety wyświetlają mi się obiekty bez textur i dostaję błąd
Can't assign material ogre.mat/SOLID/TEX/ogre.tex.jpg/VertCol to SubEntity of Entity#0 because this Material does not exist. Have you forgotten to define it in a .material script?

Błąd świadczy o tym że ogre nie widzi pliku materiału. Pytanie dlaczego?

Offline Mr. Spam

  • Miłośnik przetworów mięsnych

Offline toxic

  • Użytkownik

# Wrzesień 01, 2011, 14:58:25
a masz material o nazwie "ogre.mat/SOLID/TEX/ogre.tex.jpg/VertCol" gdzies zdefiniowany w plikach .material? (czyli pewnie gdzies w Media\Materials\*)


Offline prociomen007

  • Użytkownik

# Wrzesień 01, 2011, 15:04:57
OK znalazłem problem. W funkcja ładująca nody była jakaś przestarzała i nie wczytywała należycie materiału. Mam jednak wciąż z nią problem bo nie działa mi właściwie.

Fragmęt pliku xml wygląda tak:
            <entity name="Ogre#0" meshFile="Ogre.mesh" castShadows="false">
                <subentity index="0" materialName="ogre.mat/SOLID/TEX/ogre.tex.jpg/VertCol" />
                <subentity index="1" materialName="ogre.mat/ALPHA/TEX/ogre.tex.jpg/VertCol/TWOSIDE" />
                <subentity index="2" materialName="Material.001/SOLID/TEX/ogreahead.tex.jpg/VertCol" />
            </entity>

I próbuje go ładować tak:
void DotSceneLoader::processEntity(rapidxml::xml_node<>* XMLNode, Ogre::SceneNode *pParent)
{
Ogre::String name = getAttrib(XMLNode, "name");
Ogre::String meshFile = getAttrib(XMLNode, "meshFile");

  bool bstatic = getAttribBool(XMLNode, "static", false);
            if (bstatic)
               staticObjects.push_back(name);
            else
                dynamicObjects.push_back(name);
 
            bool bvisible = getAttribBool(XMLNode, "visible", true);
            bool bcastshadows = getAttribBool(XMLNode, "castShadows", true);
            float brenderingDistance = getAttribReal(XMLNode, "renderingDistance", 0);


Entity* pEntity = NULL;
try
{
Ogre::MeshManager::getSingleton().load(meshFile, m_sGroupName);

pEntity = mSceneMgr->createEntity(name, meshFile);
pEntity->setVisible(bvisible);
pEntity->setCastShadows(bcastshadows);
pEntity->setRenderingDistance(brenderingDistance);


int index = 0;
Ogre::String materialName;
Ogre::String sIndex;

rapidxml::xml_node<>* pElement;
// Process subentities (?)
pElement = XMLNode->first_node("subentity");

while(pElement){
sIndex.clear();
materialName.clear();
 

sIndex = getAttrib(pElement, "index"); // submesh index
materialName = getAttrib(pElement, "materialName"); // new material for submesh
 
if(!sIndex.empty() && !materialName.empty()){
index = Ogre::StringConverter::parseInt(sIndex);
try{
pEntity->getSubEntity(index)->setMaterialName(materialName);
}catch (Ogre::Exception &e){
Ogre::LogManager::getSingleton().logMessage("[DotSceneLoader] Subentity material index invalid!");
}
}
pElement = XMLNode->next_sibling("subentity");
}

pParent->attachObject(pEntity);
}
catch(Ogre::Exception &e)
{
Ogre::LogManager::getSingleton().logMessage("[DotSceneLoader] Error loading an entity!");
}
   
}

I nie wiem czemu program się wysypuje.

Offline Kuba D.

  • Użytkownik

# Wrzesień 01, 2011, 15:11:46
Na czym sie wysypuje ? Co debuger rzecze ?

Offline prociomen007

  • Użytkownik

# Wrzesień 01, 2011, 16:12:34
No sprawa z tym wysypaniem to już w ogóle jakiś kosmos logi z ogra mam takie:

15:09:12: Mesh: Loading Ogre.mesh.
15:09:12: Skeleton: Loading Ogre.skeleton
15:09:12: WARNING: Ogre.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:09:12: Can't assign material ogre.mat/SOLID/TEX/ogre.tex.jpg/VertCol to SubEntity of Entity#0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:09:12: Can't assign material ogre.mat/ALPHA/TEX/ogre.tex.jpg/VertCol/TWOSIDE to SubEntity of Entity#0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:09:12: Can't assign material Material.001/SOLID/TEX/ogreahead.tex.jpg/VertCol to SubEntity of Entity#0 because this Material does not exist. Have you forgotten to define it in a .material script?


Czyli niby nie morze dalej materiału wczytać. Ale widać że próbuje i przy trzecim razie mi się wszystko sypie
http://zapodaj.net/63420eba078b.png.html

Offline toxic

  • Użytkownik

# Wrzesień 01, 2011, 16:18:06
A masz te materiały zdefiniowane gdzies w plikach .material? Mozesz je pokazac?

Offline prociomen007

  • Użytkownik

# Wrzesień 01, 2011, 16:43:48
Ok znalazłem problem teraz wszystko śmiga ale dalej materiału nie ma nie wiedzieć czemu. Po kolei tak materiał przykładowy wgląda tak:

material rock.05.mat/SOLID/TEX/rock.05.png
{
technique
{
pass
{
texture_unit
{
texture rock.05.png
}
}
}
}

Ładuje sobie to wszystko tak
Ogre::MeshManager::getSingleton().load(meshFile, m_sGroupName);

pEntity = mSceneMgr->createEntity(name, meshFile);
pEntity->setVisible(bvisible);
pEntity->setCastShadows(bcastshadows);
pEntity->setRenderingDistance(brenderingDistance);

pElement = XMLNode->first_node("subentity");

if(pElement)
{
processSubEntity(pElement, pEntity);
}else
{
processSubEntity(XMLNode, pEntity);
}

pParent->attachObject(pEntity);

i funkcja processSubEntity wygląda tak
void DotSceneLoader::processSubEntity(rapidxml::xml_node<>* pElement, Ogre::Entity *pEntity){
   int index = 0;
   Ogre::String materialName;
   Ogre::String sIndex;


   while(pElement){
      sIndex.clear();
      materialName.clear();

      sIndex = getAttrib(pElement, "index");            // submesh index
      materialName = getAttrib(pElement, "materialName");   // new material for submesh

      if(!sIndex.empty() && !materialName.empty()){
         index = Ogre::StringConverter::parseInt(sIndex);
         try{
            pEntity->getSubEntity(index)->setMaterialName(materialName);
         } catch (Ogre::Exception &e){
            Ogre::LogManager::getSingleton().logMessage("[DotSceneLoader] Subentity material index invalid!");
         }
      }
      pElement = pElement->next_sibling("subentity");
   }
}

no i oczywiście log błędu

15:13:52: Can't assign material house.01.mortar/SOLID/TEX/highlander.house.01.jpg/VertCol to SubEntity of highlanderhouse#0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:13:52: Can't assign material house.01.stepston/SOLID/TEX/highlander.house.01.jpg/VertCol to SubEntity of highlanderhouse#0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:13:52: Can't assign material house.01.crossbeams/SOLID/TEX/highlander.house.01.jpg/VertCol to SubEntity of highlanderhouse#0 because this Material does not exist. Have you forgotten to define it in a .material script?
itd.

Jak ktoś powie o co chodzi to ma u mnie browara. Bo mi już ręce opadają ;-P.

Offline toxic

  • Użytkownik

# Wrzesień 01, 2011, 17:16:32
<z uporem maniaka>
A masz te
 "house.01.mortar/SOLID/TEX/highlander.house.01.jpg/VertCol" i
 "house.01.stepston/SOLID/TEX/highlander.house.01.jpg/VertCol" oraz
 "house.01.crossbeams/SOLID/TEX/highlander.house.01.jpg/VertCol"
gdzies zdefiniowane w plikach .material?

Pokazales, ze masz material o nazwie "rock.05.mat/SOLID/TEX/rock.05.png" - czy mozesz pokazac takze materialy dla tych trzech nazw powyzej?

Offline prociomen007

  • Użytkownik

# Wrzesień 01, 2011, 17:30:05
Jasne że mogę.
material house.01.rooftiles/SOLID/TEX/highlander.house.01.jpg/VertCol/TWOSIDE
{
technique
{
pass
{
diffuse vertexcolour
specular 0.000000 0.000000 0.000000 12.500000
cull_hardware none
cull_software none
texture_unit
{
texture highlander.house.01.jpg
}
}
}
}
material highlanderhouse.01.ma/SOLID/TEX/highlander.house.01.jpg/VertCol
{
technique
{
pass
{
diffuse vertexcolour
specular 0.000000 0.000000 0.000000 12.500000
texture_unit
{
texture highlander.house.01.jpg
}
}
}
}
material house.01.crossbeams/SOLID/TEX/highlander.house.01.jpg/VertCol
{
technique
{
pass
{
diffuse vertexcolour
specular 0.000000 0.000000 0.000000 12.500000
texture_unit
{
texture highlander.house.01.jpg
}
}
}
}
material house.01.stepston/SOLID/TEX/highlander.house.01.jpg/VertCol
{
technique
{
pass
{
diffuse vertexcolour
specular 0.000000 0.000000 0.000000 12.500000
texture_unit
{
texture highlander.house.01.jpg
}
}
}
}
material house.01.mortar/SOLID/TEX/highlander.house.01.jpg/VertCol
{
technique
{
pass
{
diffuse vertexcolour
specular 0.000000 0.000000 0.000000 12.500000
texture_unit
{
texture highlander.house.01.jpg
}
}
}
}
material house.01.rooftiles/SOLID/TEX/highlander.house.01.jpg/VertCol
{
technique
{
pass
{
diffuse vertexcolour
specular 0.000000 0.000000 0.000000 12.500000
texture_unit
{
texture highlander.house.01.jpg
}
}
}
}

Offline toxic

  • Użytkownik

# Wrzesień 01, 2011, 17:32:59
ale zobacz, on sie nazywa "house.01.rooftiles/SOLID/TEX/highlander.house.01.jpg/VertCol/TWOSIDE" - a powinienes miec tam gdzies samo "house.01.rooftiles/SOLID/TEX/highlander.house.01.jpg/VertCol", bez tego TWOSIDE - masz taki material zdefiniowany (taki bez TWOSIDE) ?

Offline prociomen007

  • Użytkownik

# Wrzesień 01, 2011, 17:38:43
Jasne że mam i pokazałem ci go wyżej. Tam masz kilka materiałów pokazanych.
Zaznacz sobie naciśnij wyszukaj w przeglądarce i go zobaczysz ;-). Problem jest niestety gdzieś indziej.

Offline toxic

  • Użytkownik

# Wrzesień 01, 2011, 17:56:43
faktycznie, stoi tam ten material, jak wół - mea culpa, nie zauważyłem.

No dobra, Ogre jednak twierdzi, ze takiego materialu nie zaladowal - czy mozesz sie upewnic, ze faktycznie ten plik z tymi materialami (ten co tutaj wkleiles) jest ladowany przez Ogra?

powinienes przejrzec plik Ogre.log (czy gdzie tam sobie wypluwasz logi ogra) i puszkac czegos w stylu:
16:47:08: Parsing script materials/console.material
16:47:08: Parsing script materials/board.material
16:47:08: Parsing script materials/monster_health_bar.material
16:47:08: Parsing script materials/overlays.material
16:47:08: Parsing script materials/blood.material
tyle ze zamiast materials/blabla powinienes miec nazwe pliku, w ktorym trzymasz te materialy - nie wiem, pewnie cos w stylu Media/Materials/scene.material

Jesli takiego wpisu nie masz w logach - to.... to by znaczylo, ze z jakichs powodow Ogre nie probowal zaladowac materialu... Sprawdz to - zaleznie od tego mozna pomyslec gdzie dalej szukac zrodla problemu.

Wlasciwie to wez podrzuc calego Ogre.log - moze tam cos ciekawego jest, co wiecej par oczu szybciej zauwazy.

Offline prociomen007

  • Użytkownik

# Wrzesień 01, 2011, 18:04:09
Proszę o to cały log:

16:51:05: Creating resource group General
16:51:05: Creating resource group Internal
16:51:05: Creating resource group Autodetect
16:51:05: SceneManagerFactory for type 'DefaultSceneManager' registered.
16:51:05: Registering ResourceManager for type Material
16:51:05: Registering ResourceManager for type Mesh
16:51:05: Registering ResourceManager for type Skeleton
16:51:05: MovableObjectFactory for type 'ParticleSystem' registered.
16:51:05: OverlayElementFactory for type Panel registered.
16:51:05: OverlayElementFactory for type BorderPanel registered.
16:51:05: OverlayElementFactory for type TextArea registered.
16:51:06: Registering ResourceManager for type Font
16:51:06: ArchiveFactory for archive type FileSystem registered.
16:51:06: ArchiveFactory for archive type Zip registered.
16:51:06: DDS codec registering
16:51:06: FreeImage version: 3.13.1
16:51:06: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
16:51:06: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
16:51:06: Registering ResourceManager for type HighLevelGpuProgram
16:51:06: Registering ResourceManager for type Compositor
16:51:06: MovableObjectFactory for type 'Entity' registered.
16:51:06: MovableObjectFactory for type 'Light' registered.
16:51:06: MovableObjectFactory for type 'BillboardSet' registered.
16:51:06: MovableObjectFactory for type 'ManualObject' registered.
16:51:06: MovableObjectFactory for type 'BillboardChain' registered.
16:51:06: MovableObjectFactory for type 'RibbonTrail' registered.
16:51:06: Loading library .\RenderSystem_Direct3D9_d
16:51:06: Installing plugin: D3D9 RenderSystem
16:51:06: D3D9 : Direct3D9 Rendering Subsystem created.
16:51:06: D3D9: Driver Detection Starts
16:51:06: D3D9: Driver Detection Ends
16:51:06: Plugin successfully installed
16:51:06: *-*-* OGRE Initialising
16:51:06: *-*-* Version 1.7.2 (Cthugha)
16:51:06: Added resource location 'Media' of type 'FileSystem' to resource group 'General'
16:51:06: Added resource location 'Media\Materials' of type 'FileSystem' to resource group 'General'
16:51:06: Added resource location 'Media\Models' of type 'FileSystem' to resource group 'General'
16:51:06: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
16:51:06: D3D9 : RenderSystem Option: FSAA = 0
16:51:06: D3D9 : RenderSystem Option: Floating-point mode = Fastest
16:51:06: D3D9 : RenderSystem Option: Full Screen = No
16:51:06: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-NVIDIA GeForce GT 330M
16:51:06: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
16:51:06: D3D9 : RenderSystem Option: VSync = No
16:51:06: D3D9 : RenderSystem Option: VSync Interval = 1
16:51:06: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
16:51:06: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
16:51:06: CPU Identifier & Features
16:51:06: -------------------------
16:51:06:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i7 CPU       Q 720  @ 1.60GHz
16:51:06:  *      SSE: yes
16:51:06:  *     SSE2: yes
16:51:06:  *     SSE3: yes
16:51:06:  *      MMX: yes
16:51:06:  *   MMXEXT: yes
16:51:06:  *    3DNOW: no
16:51:06:  * 3DNOWEXT: no
16:51:06:  *     CMOV: yes
16:51:06:  *      TSC: yes
16:51:06:  *      FPU: yes
16:51:06:  *      PRO: yes
16:51:06:  *       HT: no
16:51:06: -------------------------
16:51:06: D3D9 : Subsystem Initialising
16:51:06: Registering ResourceManager for type Texture
16:51:06: Registering ResourceManager for type GpuProgram
16:51:06: D3D9RenderSystem::_createRenderWindow "Ogre Gra - build 0.1", 800x600 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1
16:51:06: D3D9 : Created D3D9 Rendering Window 'Ogre Gra - build 0.1' : 800x600, 32bpp
16:51:06: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
16:51:06: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
16:51:06: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
16:51:06: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
16:51:06: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
16:51:06: D3D9: Vertex texture format supported - PF_FLOAT16_R
16:51:06: D3D9: Vertex texture format supported - PF_FLOAT32_R
16:51:06: D3D9: Vertex texture format supported - PF_FLOAT16_GR
16:51:06: D3D9: Vertex texture format supported - PF_FLOAT32_GR
16:51:06: RenderSystem capabilities
16:51:06: -------------------------
16:51:06: RenderSystem Name: Direct3D9 Rendering Subsystem
16:51:06: GPU Vendor: nvidia
16:51:06: Device Name: Monitor-1-NVIDIA GeForce GT 330M
16:51:06: Driver Version: 8.16.11.8988
16:51:06:  * Fixed function pipeline: yes
16:51:06:  * Hardware generation of mipmaps: yes
16:51:06:  * Texture blending: yes
16:51:06:  * Anisotropic texture filtering: yes
16:51:06:  * Dot product texture operation: yes
16:51:06:  * Cube mapping: yes
16:51:07:  * Hardware stencil buffer: yes
16:51:07:    - Stencil depth: 8
16:51:07:    - Two sided stencil support: yes
16:51:07:    - Wrap stencil values: yes
16:51:07:  * Hardware vertex / index buffers: yes
16:51:07:  * Vertex programs: yes
16:51:07:  * Number of floating-point constants for vertex programs: 256
16:51:07:  * Number of integer constants for vertex programs: 16
16:51:07:  * Number of boolean constants for vertex programs: 16
16:51:07:  * Fragment programs: yes
16:51:07:  * Number of floating-point constants for fragment programs: 224
16:51:07:  * Number of integer constants for fragment programs: 16
16:51:07:  * Number of boolean constants for fragment programs: 16
16:51:07:  * Geometry programs: no
16:51:07:  * Number of floating-point constants for geometry programs: 0
16:51:07:  * Number of integer constants for geometry programs: 0
16:51:07:  * Number of boolean constants for geometry programs: 0
16:51:07:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
16:51:07:  * Texture Compression: yes
16:51:07:    - DXT: yes
16:51:07:    - VTC: no
16:51:07:    - PVRTC: no
16:51:07:  * Scissor Rectangle: yes
16:51:07:  * Hardware Occlusion Query: yes
16:51:07:  * User clip planes: yes
16:51:07:  * VET_UBYTE4 vertex element type: yes
16:51:07:  * Infinite far plane projection: yes
16:51:07:  * Hardware render-to-texture: yes
16:51:07:  * Floating point textures: yes
16:51:07:  * Non-power-of-two textures: yes
16:51:07:  * Volume textures: yes
16:51:07:  * Multiple Render Targets: 4
16:51:07:    - With different bit depths: yes
16:51:07:  * Point Sprites: yes
16:51:07:  * Extended point parameters: yes
16:51:07:  * Max Point Size: 10
16:51:07:  * Vertex texture fetch: yes
16:51:07:  * Number of world matrices: 0
16:51:07:  * Number of texture units: 8
16:51:07:  * Stencil buffer depth: 8
16:51:07:  * Number of vertex blend matrices: 0
16:51:07:    - Max vertex textures: 4
16:51:07:    - Vertex textures shared: no
16:51:07:  * Render to Vertex Buffer : no
16:51:07:  * DirectX per stage constants: yes
16:51:07: ***************************************
16:51:07: *** D3D9 : Subsystem Initialised OK ***
16:51:07: ***************************************
16:51:07: DefaultWorkQueue('Root') initialising on thread 0086B520.
16:51:07: DefaultWorkQueue('Root')::WorkerFunc - thread 0087B4F8 starting.
16:51:07: DefaultWorkQueue('Root')::WorkerFunc - thread 0087DA88 starting.
16:51:07: DefaultWorkQueue('Root')::WorkerFunc - thread 0087D2D8 starting.
16:51:07: DefaultWorkQueue('Root')::WorkerFunc - thread 0087B488 starting.
16:51:07: DefaultWorkQueue('Root')::WorkerFunc - thread 0087B418 starting.
16:51:07: DefaultWorkQueue('Root')::WorkerFunc - thread 0087B568 starting.
16:51:07: DefaultWorkQueue('Root')::WorkerFunc - thread 0087C6B0 starting.
16:51:07: DefaultWorkQueue('Root')::WorkerFunc - thread 0087E208 starting.
16:51:07: Particle Renderer Type 'billboard' registered
16:51:07: [DotSceneLoader] Parsing dotScene file with version 1.0.0
16:51:07: Mesh: Loading Ogre.mesh.
16:51:07: Skeleton: Loading Ogre.skeleton
16:51:07: WARNING: Ogre.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
16:51:07: Can't assign material ogre.mat/SOLID/TEX/ogre.tex.jpg/VertCol to SubEntity of Entity#0 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:07: Can't assign material ogre.mat/ALPHA/TEX/ogre.tex.jpg/VertCol/TWOSIDE to SubEntity of Entity#0 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:07: Can't assign material Material.001/SOLID/TEX/ogreahead.tex.jpg/VertCol to SubEntity of Entity#0 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:07: Can't assign material RustyBarrel to SubEntity of Entity#0 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:07: Mesh: Loading Barrel.mesh.
16:51:07: WARNING: Barrel.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
16:51:07: Can't assign material RustyBarrel to SubEntity of Entity#6 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:07: Can't assign material RustyBarrel to SubEntity of Entity#6 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:07: Mesh: Loading tree.09.mesh.
16:51:07: WARNING: tree.09.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
16:51:08: Can't assign material tree.09.mat/ALPHA/TEX/tree.09.png/VertCol/TWOSIDE to SubEntity of Entity#1 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material tree.09.mat/SOLID/TEX/tree.09.png/VertCol to SubEntity of Entity#1 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material leaves.09.mat/ALPHA/TEX/tree.09.png/VertCol/TWOSIDE to SubEntity of Entity#1 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material tree.09.branch1.mat/ALPHA/TEX/tree.09.png/VertCol/TWOSIDE to SubEntity of Entity#1 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material tree.09.moss.mat/ALPHA/TEX/tree.09.png/VertCol/TWOSIDE to SubEntity of Entity#1 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#1 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#2 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#2 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#3 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#3 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#4 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#4 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#5 because this Material does not exist. Have you forgotten to define it in a .material script?
16:51:08: Can't assign material RustyBarrel to SubEntity of Entity#5 because this Material does not exist. Have you forgotten to define it in a .material script?


Jasno stoi Added resource location 'Media\Materials' of type 'FileSystem' to resource group 'General' że dodaje tą ścierze do zasobów.

Offline toxic

  • Użytkownik

# Wrzesień 01, 2011, 18:17:59
Hm... brakuje mi wpisu w stylu
16:47:07: Parsing scripts for resource group GeneralCzyli takiego wpisu, ktory by mowil, ze Ogre nie tylko dodal sciezke do zasobow, ale przebiegl sie po plikach tam znalezionych i poparsowal wszystko jak leci i zaladowal do pamieci.

A czy Ty jakos w swoim kodzie inicjujacym aplikacje wołasz cos w stylu
Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();? Tak, zeby ogre sie przebiegl po zasobach i poparsował/zaladowal pliki z katalogow Media/Materials itepe?

Offline prociomen007

  • Użytkownik

# Wrzesień 01, 2011, 19:10:40
EDIT. Dzięki "toxic" masz u mnie browara. Działa należycie.
« Ostatnia zmiana: Wrzesień 01, 2011, 19:15:07 wysłana przez prociomen007 »