How to kill OgreKit Android application

Problems to compile and link gamekit

Re: How to kill OgreKit Android application

Postby bonum » Wed Sep 27, 2017 10:07 am

No,
Neither
Code: Select all
Gk.infoShow(true)
, nor
Code: Select all
OgreKit.infoShow(true)
helps to dPrintf().
And when in Blender {Render} > Gamekit Runtime I switch to <gamekit's> AppOgreKit.exe, dPrintf() works.
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Re: How to kill OgreKit Android application

Postby dertom » Wed Sep 27, 2017 10:12 am

Gk. and OgreKit. is the same. I just added Gk as well because OgreKit. was too long ;)

Code: Select all
And when in Blender {Render} > Gamekit Runtime I switch to <gamekit's> AppOgreKit.exe, dPrintf() works.

Dude, are you kidding me? :roll:
Check out my first android-game 'Wood Games 3D' Actually not a gamekit game (not yet :D)
https://market.android.com/details?id=org.tt | twitter
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Re: How to kill OgreKit Android application

Postby bonum » Wed Sep 27, 2017 10:22 am

No, for the god's sake ;)
Maybe it works in Linux, but not in Windows. If I had Linux, I would recompile it, but for now I am using your's runtimes.
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Re: How to kill OgreKit Android application

Postby dertom » Thu Sep 28, 2017 2:33 pm

Well,...you are right! Overlay doesn't seem to work on windows. Not sure why. At least it gets initialized.
But is for some reason not visible....couldn't find the cause,yet
Check out my first android-game 'Wood Games 3D' Actually not a gamekit game (not yet :D)
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Re: How to kill OgreKit Android application

Postby dertom » Wed Oct 11, 2017 4:53 pm

Btw:
https://github.com/dertom95/gamekit-playground-examples

Still no clue, why console/overlay is not working on win.
Check out my first android-game 'Wood Games 3D' Actually not a gamekit game (not yet :D)
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Re: How to kill OgreKit Android application

Postby bonum » Wed Oct 18, 2017 2:42 pm

Hi Tom,
Thanks for <gamekit-playground-examples>.
The GUI examples are instructive and provide a way to display run-time info, e.g <Score>, aka:
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   screen3D = Gk.gsGorilla():createScreen3D(anchor)
   text3d = screen3D:createMarkupText(...)
   text3d:setText(<Score>)

Also Gk.gsGorilla()::loadAtlas("...") is interesting.

Unfortunately they work on Windows but not on Android:
libOgreKit.so is taken form your <github.com/dertom95/gamekit-playground/tree/master/runtimes>
(compiled on 27.09.2017 neither with the previous one compiled on 17.09.2017 )

I've got this error:
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I/OGRE: Unknown customproperty:gk_nodetree
I/OGRE: NO NODETREE
E/OGRE: OGRE EXCEPTION(9:UnimplementedException): Setting Viewport orientation mode is not supported in setOrientationMode at /home/ttrocha/_dev/extprojects/gamekit-pendencies/ogre-git/OgreMain/src/OgreViewport.cpp (line 234)
E/OGRE: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource mygorilla.gorilla in resource group General or any other group. in ResourceGroupManager::openResource at /home/ttrocha/_dev/extprojects/gamekit-pendencies/ogre-git/OgreMain/src/OgreResourceGroupManager.cpp (line 757)
I/OGRE: Scene: Object 'Scene' Instancing failed.
           Cannot locate resource mygorilla.gorilla in resource group General or any other group.
I/OgreKit: jni/../../Shared/OgreActivityJNI.cpp (168): Java_org_gamekit_jni_OgreActivityJNI_initWindow
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Re: How to kill OgreKit Android application

Postby bonum » Wed Oct 18, 2017 2:47 pm

Sry, I was not able to finish or edit my last post, this is the end:

I couldn't find OgreResourceGroupManager.cpp at all in your <github.com/dertom95/gamekit-playground-src>

It seems that <gorilla> interface is not implemented in Android.

Could you, please, provide a working libOgreKit.so, compatible with your GUI demos, in your
<github.com/dertom95/gamekit-playground/tree/master/runtimes>.
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Re: How to kill OgreKit Android application

Postby dertom » Wed Oct 18, 2017 10:08 pm

Well actually it is not the lib, it is the lack of media-sources.

You need to add my mygorilla.gorilla and mygorilla.png into the media-folder. Best is to test the project copying the sample to the project folder. And then load the blend-file from there.
Then you see if it finds all data.
Not sure how good gorilla/gui3d is actually wrapped to lua (I did a lot with this, but never really used it too much), same with librocket.

...as attachment a project-folder with some right media included. Change the blends you want to test to project.blend
In order for android to show some virtual keyboard I guess you need to send some command!? Not sure,...millions of years since I used it.
Attachments
project.zip
(880.8 KiB) Downloaded 1 time
Check out my first android-game 'Wood Games 3D' Actually not a gamekit game (not yet :D)
https://market.android.com/details?id=org.tt | twitter
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Re: How to kill OgreKit Android application

Postby bonum » Thu Oct 19, 2017 9:03 am

Ahh.. yes,
I did't see that it can't find resource mygorilla.gorilla and was trying to figure out what OgreResourceGroupManager.cpp is doing. :lol:

Thus, I added media dir to Android assets and
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 gui = Gk.gsGUI()
gui:loadFont("media/fonts/AgentOrange.ttf")
doc = gui:getDocument("test.rml")

runs even on Android API10 device. :D

The dynamic way of output from TestGUIGorilla2:
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text3d = gorilla:createScreen3D(anchor):createMarkupText(...)
text3d:setText(...)

also works on Android simulator (I have to figure out why it is not displayed on Android API10 device).

So Tom, thanks a lot!
Last edited by bonum on Thu Oct 19, 2017 9:55 am, edited 1 time in total.
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Re: How to kill OgreKit Android application

Postby dertom » Thu Oct 19, 2017 9:08 am

Hehe, good luck!

Btw, why are you taking the hard stoney road of gamekit and don't use those tools like Unity3d/Unreal?
Or opensource tools like Urho3d?
Check out my first android-game 'Wood Games 3D' Actually not a gamekit game (not yet :D)
https://market.android.com/details?id=org.tt | twitter
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