Search found 716 matches

by x3n
Mon Feb 15, 2016 9:15 pm
Forum: Coding
Topic: Building Orxonox with MinGW
Replies: 0
Views: 80926

Building Orxonox with MinGW

To everyone who's interested in building Orxonox with MinGW: We switched from MinGW (32) to MinGW-w64 . MinGW-w64 is something like a fork of the old MinGW project that defined new headers and added support for 64bit builds (it is however still possible to make 32bit builds). We also switched from M...
by x3n
Sun Feb 07, 2016 7:21 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

cool! thanks!
by x3n
Thu Feb 04, 2016 2:10 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

Well done! :) cumbersome process Now that you created a working setup, you can add OgreMain/include/ to a tar.gz package and upload it e.g. here: http://svn.orxonox.net/downloads/ (use HTTPS for SVN and HTTP to give the download url to other people). Students can download this package and use it wit...
by x3n
Wed Feb 03, 2016 8:29 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

Here's my build command: cmake .. -DCMAKE_BUILD_TYPE=Release -DFREETYPE_INCLUDE_DIR=/usr/include/freetype2 I did not actually compile it, so I'm not sure if this include-dir actually makes sense (since freetype2 and freetype are maybe not the same). But that doesn't matter, running cmake is enough t...
by x3n
Wed Feb 03, 2016 8:48 am
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

Initially I wanted to compile Ogre 1.8.1 myself, then I realized that tardis already has 1.8.0 installed. That's why I have 1.8.1 ;) When you build the ogre sources, it will create a file called 'OgreBuildsettings.h' (or something similar) in the build directory. This file needs to be copied into th...
by x3n
Tue Feb 02, 2016 9:41 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

Ok good. About your error: I still think your errors look weird compared to my build output. Please check if you have any local modifications (especially in cmake scripts) and revert them. Also delete the build directory and start with a clean one. If you still get the same errors, create a director...
by x3n
Sun Jan 31, 2016 1:13 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

I connect directly to one of the machines in the student's computer room at ETZ: 'ssh tardis-dxx.ee.ethz.ch' (with xx being the number of the machine, starting at 01). That way I also get access to the /scratch of the machine where I have my checkout of orxonox
by x3n
Sun Jan 31, 2016 10:35 am
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

Good question, I don't know. Maybe CEGUI itself needs tolua++ for certain features? I never really touched this part of orxonox. ;)
But we can give it a try. If it works, I'm ok with adding tolua++ to our external sources.
by x3n
Sat Jan 30, 2016 4:29 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

Do you have any changes in the cmake scripts on tardis? Because your error is exactly what I'm talking about (tolua++ missing). But I only get this error when I try to use the new CEGUI version. Btw, tolua++ can have many names (according to our cmake script): CEGUItoluapp tolua++ ceguitolua++ tolua...
by x3n
Sat Jan 30, 2016 11:12 am
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

I cannot reproduce that because I can't start orxonox on tardis via the terminal anyway. But here's what I know: CEGUI uses an XML parser to read the GUI definitions. There are apparently four parsers: $ ls /usr/pack/cegui-0.6.2-sd/amd64-debian-linux5.0/lib/libCEGUI**Parser*.so /usr/pack/cegui-0.6.2...
by x3n
Mon Jan 25, 2016 8:50 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

by x3n
Mon Jan 25, 2016 8:12 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244402

Re: Orxonox goes C++11

I'm currently looking into it. I guess the old tardis-specific version of boost is outdated (and doesn't work with c++11). Also sometimes an include of a standard header is missing in our code.
by x3n
Sun Jan 24, 2016 10:10 pm
Forum: Content Creation
Topic: Glow effect
Replies: 4
Views: 83700

Re: Glow effect

By the way, I liked that last screenshot (glow-map of the city), so I decided to make a dark variant of the city-level (and combine it with the lens flare effect that was created by a student in hs12, but only recently merged to trunk). Here are some screenshots: http://www.orxonox.net/raw-attachmen...
by x3n
Sun Jan 24, 2016 3:07 pm
Forum: Content Creation
Topic: Glow effect
Replies: 4
Views: 83700

Re: Glow effect

The glow effect is achieved by rendering the glowing part of materials in a separate step. normal textures are black in this step, only glowing parts are visible. The result is then blurred and added to the normal scene. It's possible to hide the normal scene alltogether and render only the (blurred...
by x3n
Sun Jan 24, 2016 2:51 pm
Forum: Content Creation
Topic: Glow effect
Replies: 4
Views: 83700

Glow effect

Materials in Orxonox may now have a glow effect (by using a 'glow-map', i.e. a texture that contains only bright spots). I added glow effects for explosions, laser beams, flares, backlights, and the city-skybox. http://www.orxonox.net/raw-attachment/wiki/screenshots/screenShot_01242016_120519714.jpg...