IdentifiantMot de passe
Loading...
Mot de passe oublié ?Je m'inscris ! (gratuit)
Navigation

Inscrivez-vous gratuitement
pour pouvoir participer, suivre les réponses en temps réel, voter pour les messages, poser vos propres questions et recevoir la newsletter

Ogre Discussion :

[OGRE 3D] Fenètre qui n'affiche rien


Sujet :

Ogre

  1. #1
    Membre à l'essai
    Homme Profil pro
    Étudiant
    Inscrit en
    Mai 2012
    Messages
    24
    Détails du profil
    Informations personnelles :
    Sexe : Homme
    Localisation : France, Alpes Maritimes (Provence Alpes Côte d'Azur)

    Informations professionnelles :
    Activité : Étudiant

    Informations forums :
    Inscription : Mai 2012
    Messages : 24
    Points : 22
    Points
    22
    Par défaut [OGRE 3D] Fenètre qui n'affiche rien
    Bonjour, ou bonsoir !

    Voila, je développe un projet de jeu (juste pour pratiquer) et j'ai suivis ce tuto , mais avec Ogre 3D, et avec 2-3 modifications au niveau de l'architecture.

    Mon problème se situe dans mon GraphicsEngine (on s'en doutais) et voila, ma fenêtre n'affiche rien : un écran noir, alors que j'ai mis de la lumière, et que j'ai affiché une entité (il est utile de dire que ya pas de soucis de placement de fichiers).

    Voici un screen de mon application ici

    Et voici mon code :

    GraphicEngine.h

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
     
    #ifndef GRAPHICSENGINE_H
    #define GRAPHICSENGINE_H
     
    #include <iostream>
    #include <Ogre.h>
    #include <boost/thread.hpp>
    #include "Engine.h"
     
     
    class GraphicsEngine : public Engine, public Ogre::FrameListener {
        public:
            GraphicsEngine(Game*);
            ~GraphicsEngine();
            void initialise();
            void frame();
            void process_message(Message&);
            void createScene();
            void createViewport();
            void createFrameListener();
            bool frameStarted(const Ogre::FrameEvent&);
            bool frameEnded(const Ogre::FrameEvent&);
        private:
            Ogre::Root* _root;
            Ogre::RenderWindow *_window;
            Ogre::SceneManager *_sceneMgr;
            Ogre::Viewport *_viewport;
     
            Ogre::Camera *_camera;
    };
     
    #endif // GRAPHICSENGINE_H
    GraphicEngine.cpp
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
    33
    34
    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62
    63
    64
    65
    66
    67
    68
    69
    70
    71
    72
    73
    74
    75
    76
    77
    78
    79
    80
    81
    82
    83
    84
    85
    86
    87
    88
    89
    90
    91
    92
    93
     
    #include "GraphicsEngine.h"
    #include "../Game.h"
     
    GraphicsEngine::GraphicsEngine(Game* g) : Engine(g), _root(nullptr), _window(nullptr), _sceneMgr(nullptr),
        _viewport(nullptr), _camera(nullptr)  {
        initialise();
    }
     
    void GraphicsEngine::initialise(){
        _root = new Ogre::Root("plugins.cfg", "ogre.cfg", "Ogre.log");
     
        Ogre::ConfigFile configFile;
        configFile.load("resources.cfg");
     
        Ogre::ConfigFile::SectionIterator seci = configFile.getSectionIterator();
        Ogre::String secName, typeName, archName;
     
        while(seci.hasMoreElements()){
            secName = seci.peekNextKey();
            Ogre::ConfigFile::SettingsMultiMap *settings = seci.getNext();
            Ogre::ConfigFile::SettingsMultiMap::iterator i;
            for(i = settings->begin(); i != settings->end(); ++i){
                typeName = i->first;
                archName = i->second;
                Ogre::ResourceGroupManager::getSingleton().addResourceLocation(archName, typeName, secName);
            }
        }
     
        if(!(_root->restoreConfig() || _root->showConfigDialog())){
            throw Erreur("Chargement de la config", "Erreur lors du chargement de la configuration du moteur graphique", Tools::CRITICAL);
        }
        _window = _root->initialise(true, "Hello World");
     
        Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(5);
        Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
     
        _sceneMgr = _root->createSceneManager("DefaultSceneManager", "Mon ScnMgr");
        _sceneMgr->setAmbientLight(Ogre::ColourValue(0.2f, 1.0f, 1.0f));
     
        createViewport();
        createScene();
        createFrameListener();
     
    }
     
    void GraphicsEngine::createFrameListener(){
        _root->addFrameListener(this);
    }
     
    void GraphicsEngine::createScene(){
        _camera = _sceneMgr->createCamera("PlayerCam");
     
        _camera->setPosition(Ogre::Vector3(0,0,100));
        _camera->lookAt(Ogre::Vector3(0,0,0));
     
        _camera->setAspectRatio(Ogre::Real(_viewport->getActualWidth())/Ogre::Real(_viewport->getActualHeight()));
        Ogre::Light *light = _sceneMgr->createLight("Lum");
        light->setType(Ogre::Light::LT_POINT);
        light->setPosition(0, 0, 70);
     
        Ogre::Entity* entPing = _sceneMgr->createEntity("penguin", "penguin.mesh");
        Ogre::SceneNode* nodePing = _sceneMgr->getRootSceneNode()->createChildSceneNode("Npenguin");
        nodePing->attachObject(entPing);
    }
     
    void GraphicsEngine::createViewport(){
        _viewport = _window->addViewport(_camera);
        _viewport->setBackgroundColour(Ogre::ColourValue(1.0f, 1.0f, 1.0f));
    }
     
    void GraphicsEngine::process_message(Message&){
    }
     
    void GraphicsEngine::frame(){
        Ogre::WindowEventUtilities::messagePump();
        if(!_root->renderOneFrame() || _window->isClosed()){
            Message m;
            m.b_values["stop"] = true;
            send_message(_parent, m); // ici on dis au jeu de s’arrêter 
        }
    }
     
    GraphicsEngine::~GraphicsEngine(){
    }
     
    bool GraphicsEngine::frameStarted(const Ogre::FrameEvent& evt){
        return true;
    }
     
    bool GraphicsEngine::frameEnded(const Ogre::FrameEvent& evt){
        return true;
    }
    La fonction frame est appelée dans une boucle qui dure tout le jeu, jusqu'à la fin, et j'utilise l'"OpenGL Rendering Subsystem" (cf mon ogre.cfg)

    Et pour finir le fichier Ogre.log :
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
    33
    34
    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62
    63
    64
    65
    66
    67
    68
    69
    70
    71
    72
    73
    74
    75
    76
    77
    78
    79
    80
    81
    82
    83
    84
    85
    86
    87
    88
    89
    90
    91
    92
    93
    94
    95
    96
    97
    98
    99
    100
    101
    102
    103
    104
    105
    106
    107
    108
    109
    110
    111
    112
    113
    114
    115
    116
    117
    118
    119
    120
    121
    122
    123
    124
    125
    126
    127
    128
    129
    130
    131
    132
    133
    134
    135
    136
    137
    138
    139
    140
    141
    142
    143
    144
    145
    146
    147
    148
    149
    150
    151
    152
    153
    154
    155
    156
    157
    158
    159
    160
    161
    162
    163
    164
    165
    166
    167
    168
    169
    170
    171
    172
    173
    174
    175
    176
    177
    178
    179
    180
    181
    182
    183
    184
    185
    186
    187
    188
    189
     
    15:46:59: Creating resource group General
    15:46:59: Creating resource group Internal
    15:46:59: Creating resource group Autodetect
    15:46:59: SceneManagerFactory for type 'DefaultSceneManager' registered.
    15:46:59: Registering ResourceManager for type Material
    15:46:59: Registering ResourceManager for type Mesh
    15:46:59: Registering ResourceManager for type Skeleton
    15:46:59: MovableObjectFactory for type 'ParticleSystem' registered.
    15:46:59: OverlayElementFactory for type Panel registered.
    15:46:59: OverlayElementFactory for type BorderPanel registered.
    15:46:59: OverlayElementFactory for type TextArea registered.
    15:46:59: Registering ResourceManager for type Font
    15:46:59: ArchiveFactory for archive type FileSystem registered.
    15:46:59: ArchiveFactory for archive type Zip registered.
    15:46:59: ArchiveFactory for archive type EmbeddedZip registered.
    15:46:59: DDS codec registering
    15:46:59: FreeImage version: 3.15.3
    15:46:59: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
    15:46:59: 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,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti
    15:46:59: Registering ResourceManager for type HighLevelGpuProgram
    15:46:59: Registering ResourceManager for type Compositor
    15:46:59: MovableObjectFactory for type 'Entity' registered.
    15:46:59: MovableObjectFactory for type 'Light' registered.
    15:46:59: MovableObjectFactory for type 'BillboardSet' registered.
    15:46:59: MovableObjectFactory for type 'ManualObject' registered.
    15:46:59: MovableObjectFactory for type 'BillboardChain' registered.
    15:46:59: MovableObjectFactory for type 'RibbonTrail' registered.
    15:46:59: Loading library .\RenderSystem_GL_d
    15:46:59: Installing plugin: GL RenderSystem
    15:46:59: OpenGL Rendering Subsystem created.
    15:46:59: Plugin successfully installed
    15:46:59: Loading library .\RenderSystem_Direct3D9_d
    15:46:59: Installing plugin: D3D9 RenderSystem
    15:46:59: D3D9 : Direct3D9 Rendering Subsystem created.
    15:46:59: D3D9: Driver Detection Starts
    15:46:59: D3D9: Driver Detection Ends
    15:46:59: Plugin successfully installed
    15:46:59: *-*-* OGRE Initialising
    15:46:59: *-*-* Version 1.8.1 (Byatis)
    15:46:59: Added resource location './media' of type 'FileSystem' to resource group 'General'
    15:46:59: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
    15:46:59: D3D9 : RenderSystem Option: FSAA = 0
    15:46:59: D3D9 : RenderSystem Option: Fixed Pipeline Enabled = Yes
    15:46:59: D3D9 : RenderSystem Option: Floating-point mode = Fastest
    15:46:59: D3D9 : RenderSystem Option: Full Screen = No
    15:46:59: D3D9 : RenderSystem Option: Multi device memory hint = Use minimum system memory
    15:46:59: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-NVIDIA Quadro FX 1400
    15:46:59: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
    15:46:59: D3D9 : RenderSystem Option: Use Multihead = Auto
    15:46:59: D3D9 : RenderSystem Option: VSync = No
    15:46:59: D3D9 : RenderSystem Option: VSync Interval = 1
    15:46:59: D3D9 : RenderSystem Option: Video Mode = 640 x 480 @ 32-bit colour
    15:46:59: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
    15:46:59: CPU Identifier & Features
    15:46:59: -------------------------
    15:46:59:  *   CPU ID: GenuineIntel: Intel(R) Xeon(TM) CPU 3.60GHz
    15:46:59:  *      SSE: yes
    15:46:59:  *     SSE2: yes
    15:46:59:  *     SSE3: yes
    15:46:59:  *      MMX: yes
    15:46:59:  *   MMXEXT: yes
    15:46:59:  *    3DNOW: no
    15:46:59:  * 3DNOWEXT: no
    15:46:59:  *     CMOV: yes
    15:46:59:  *      TSC: yes
    15:46:59:  *      FPU: yes
    15:46:59:  *      PRO: yes
    15:46:59:  *       HT: yes
    15:46:59: -------------------------
    15:46:59: *** Starting Win32GL Subsystem ***
    15:46:59: Registering ResourceManager for type Texture
    15:46:59: GLRenderSystem::_createRenderWindow "Hello World", 1024x768 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 displayFrequency=0 gamma=false vsync=false vsyncInterval=1 
    15:46:59: Created Win32Window 'Hello World' : 1032x768, 32bpp
    15:46:59: GL_VERSION = 2.1.2
    15:46:59: GL_VENDOR = NVIDIA Corporation
    15:46:59: GL_RENDERER = Quadro FX 1400/PCIe/SSE2
    15:46:59: GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GL_Autodesk_valid_back_buffer_hint 
    15:46:59: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_swap_control WGL_I3D_genlock WGL_NV_float_buffer WGL_NV_gpu_affinity WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle WGL_NV_swap_group 
    15:46:59: ***************************
    15:46:59: *** GL Renderer Started ***
    15:46:59: ***************************
    15:46:59: Registering ResourceManager for type GpuProgram
    15:46:59: GLSL support detected
    15:46:59: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
    15:46:59: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 
    15:46:59: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 
    15:46:59: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 
    15:46:59: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
    15:46:59: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_SHORT_RGB 
    15:46:59: RenderSystem capabilities
    15:46:59: -------------------------
    15:46:59: RenderSystem Name: OpenGL Rendering Subsystem
    15:46:59: GPU Vendor: nvidia
    15:46:59: Device Name: Quadro FX 1400/PCIe/SSE2
    15:46:59: Driver Version: 2.1.2.0
    15:46:59:  * Fixed function pipeline: yes
    15:46:59:  * Hardware generation of mipmaps: yes
    15:46:59:  * Texture blending: yes
    15:46:59:  * Anisotropic texture filtering: yes
    15:46:59:  * Dot product texture operation: yes
    15:46:59:  * Cube mapping: yes
    15:46:59:  * Hardware stencil buffer: yes
    15:46:59:    - Stencil depth: 8
    15:46:59:    - Two sided stencil support: yes
    15:46:59:    - Wrap stencil values: yes
    15:46:59:  * Hardware vertex / index buffers: yes
    15:46:59:  * Vertex programs: yes
    15:46:59:  * Number of floating-point constants for vertex programs: 256
    15:46:59:  * Number of integer constants for vertex programs: 0
    15:46:59:  * Number of boolean constants for vertex programs: 0
    15:46:59:  * Fragment programs: yes
    15:46:59:  * Number of floating-point constants for fragment programs: 512
    15:46:59:  * Number of integer constants for fragment programs: 0
    15:46:59:  * Number of boolean constants for fragment programs: 0
    15:46:59:  * Geometry programs: no
    15:46:59:  * Number of floating-point constants for geometry programs: 5558
    15:46:59:  * Number of integer constants for geometry programs: 29668
    15:46:59:  * Number of boolean constants for geometry programs: 5558
    15:46:59:  * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl vp30 vp40
    15:46:59:  * Texture Compression: yes
    15:46:59:    - DXT: yes
    15:46:59:    - VTC: yes
    15:46:59:    - PVRTC: no
    15:46:59:  * Scissor Rectangle: yes
    15:46:59:  * Hardware Occlusion Query: yes
    15:46:59:  * User clip planes: yes
    15:46:59:  * VET_UBYTE4 vertex element type: yes
    15:46:59:  * Infinite far plane projection: yes
    15:46:59:  * Hardware render-to-texture: yes
    15:46:59:  * Floating point textures: yes
    15:46:59:  * Non-power-of-two textures: yes
    15:46:59:  * Volume textures: yes
    15:46:59:  * Multiple Render Targets: 4
    15:46:59:    - With different bit depths: yes
    15:46:59:  * Point Sprites: yes
    15:46:59:  * Extended point parameters: yes
    15:46:59:  * Max Point Size: 63.375
    15:46:59:  * Vertex texture fetch: yes
    15:46:59:  * Number of world matrices: 0
    15:46:59:  * Number of texture units: 16
    15:46:59:  * Stencil buffer depth: 8
    15:46:59:  * Number of vertex blend matrices: 0
    15:46:59:    - Max vertex textures: 4
    15:46:59:    - Vertex textures shared: yes
    15:46:59:  * Render to Vertex Buffer : no
    15:46:59:  * GL 1.5 without VBO workaround: no
    15:46:59:  * Frame Buffer objects: yes
    15:46:59:  * Frame Buffer objects (ARB extension): no
    15:46:59:  * Frame Buffer objects (ATI extension): no
    15:46:59:  * PBuffer support: yes
    15:46:59:  * GL 1.5 without HW-occlusion workaround: no
    15:46:59:  * Separate shader objects: no
    15:46:59: DefaultWorkQueue('Root') initialising on thread c94.
    15:46:59: DefaultWorkQueue('Root')::WorkerFunc - thread 15bc starting.
    15:46:59: DefaultWorkQueue('Root')::WorkerFunc - thread 51c starting.
    15:46:59: Particle Renderer Type 'billboard' registered
    15:46:59: DefaultWorkQueue('Root')::WorkerFunc - thread 1288 starting.
    15:46:59: DefaultWorkQueue('Root')::WorkerFunc - thread 350 starting.
    15:46:59: Parsing scripts for resource group Autodetect
    15:46:59: Finished parsing scripts for resource group Autodetect
    15:46:59: Creating resources for group Autodetect
    15:46:59: All done
    15:46:59: Parsing scripts for resource group General
    15:46:59: Parsing script Penguin.material
    15:46:59: Finished parsing scripts for resource group General
    15:46:59: Creating resources for group General
    15:46:59: All done
    15:46:59: Parsing scripts for resource group Internal
    15:46:59: Finished parsing scripts for resource group Internal
    15:46:59: Creating resources for group Internal
    15:46:59: All done
    15:46:59: Mesh: Loading penguin.mesh.
    15:46:59: Skeleton: Loading penguin.skeleton
    15:46:59: Texture: penguin.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    Voila, y a t il un soucis dans mon code qui fait que mon application ne marche pas ?

    Merci d'avance !

  2. #2
    Membre à l'essai
    Homme Profil pro
    Étudiant
    Inscrit en
    Mai 2012
    Messages
    24
    Détails du profil
    Informations personnelles :
    Sexe : Homme
    Localisation : France, Alpes Maritimes (Provence Alpes Côte d'Azur)

    Informations professionnelles :
    Activité : Étudiant

    Informations forums :
    Inscription : Mai 2012
    Messages : 24
    Points : 22
    Points
    22
    Par défaut
    Problème résolu !

    j'ai du poster sur le forum de la communauté francophone d'OGRE

    En fait, mon problème viens du fait que j'initialise mon Viewport avec un pointeur vers une caméra non instancié

    Voila, merci et au revoir

Discussions similaires

  1. Créer un environnement qui n'affiche rien
    Par xiourf dans le forum Mise en forme
    Réponses: 5
    Dernier message: 27/05/2007, 17h59
  2. [C# 2.0] Composants d'une fenêtre qui s'affiche un à un
    Par margagn dans le forum Windows Forms
    Réponses: 12
    Dernier message: 13/12/2006, 19h57
  3. Programme qui n'affiche rien
    Par Premium dans le forum OpenGL
    Réponses: 2
    Dernier message: 03/12/2006, 21h43
  4. SplashScreen qui n'affiche rien ?
    Par Baptiste Wicht dans le forum Interfaces Graphiques en Java
    Réponses: 14
    Dernier message: 26/06/2006, 14h15
  5. [LG]Programme qui n'affiche rien
    Par ousunas dans le forum Langage
    Réponses: 4
    Dernier message: 17/02/2004, 19h38

Partager

Partager
  • Envoyer la discussion sur Viadeo
  • Envoyer la discussion sur Twitter
  • Envoyer la discussion sur Google
  • Envoyer la discussion sur Facebook
  • Envoyer la discussion sur Digg
  • Envoyer la discussion sur Delicious
  • Envoyer la discussion sur MySpace
  • Envoyer la discussion sur Yahoo