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Hi . Like other forum's users , i had problems to run the demo apps with visual studio . thread : http://gamekit.org/forum/viewtopic.php?f=3&t=3717
I've found that finally it's because of the OgreMain part , that fails to create a window with OGRE_RS_GL. In OgreRoot.cpp :
RenderWindow* Root::createRenderWindow(const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams) { if (!mActiveRenderer) { OGRE_EXCEPT(Exception::ERR_INVALID_STATE, "Cannot create window - no render " "system has been selected.", "Root::createRenderWindow"); }
But using OGRE_RS_D3D9 in gkApplication.cpp instead , the program runs . ( AppCppDemo )
int main(int argc, char** argv) { TestMemory; gkLogger::enable("AppCppDemo.log", GK_CPP_VERBOSE_LOG); gkUserDefs prefs; prefs.rendersystem = OGRE_RS_D3D9; ... ...
int main(int argc, char** argv) { TestMemory;
gkLogger::enable("AppCppDemo.log", GK_CPP_VERBOSE_LOG);
gkUserDefs prefs; prefs.rendersystem = OGRE_RS_D3D9; ... ...
`
I'm in gamekit sdk for few hours only , i haven't tested yet the d3d renderer for the other demos , but they all failed with GL . Duno why yet ...
The text was updated successfully, but these errors were encountered:
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Hi .
Like other forum's users , i had problems to run the demo apps with visual studio .
thread : http://gamekit.org/forum/viewtopic.php?f=3&t=3717
I've found that finally it's because of the OgreMain part , that fails to create a window with OGRE_RS_GL.
In OgreRoot.cpp :
But using OGRE_RS_D3D9 in gkApplication.cpp instead , the program runs . ( AppCppDemo )
`
I'm in gamekit sdk for few hours only , i haven't tested yet the d3d renderer for the other demos ,
but they all failed with GL .
Duno why yet ...
The text was updated successfully, but these errors were encountered: