One more ms_Singleton problem

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JohnnyYuge
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Posts: 5
Joined: Mon Mar 28, 2016 09:10

One more ms_Singleton problem

Postby JohnnyYuge » Mon Mar 28, 2016 09:39

Hello, i'm a newcomer in CEGUI's world and have some trouble using this tool.

Oh, and i apologize for my english, i'm not really good with it.

I created a game with Ogre3D and i wanted to add a GUI. The game works perfectly but since i tried to add CEGUI i have a problem with Runtime. Since my program compile and pass correctly the EDL step, it seems not to be a lib problem.
I'm not a strong user of C++ but Runtime error means DLLs errors, right ?

So here is the problem (like a bunch of posts i already read) :
Assertion failed !
Program: ... cegui_path/Singleton.h
Line: 78
Expression: ms_Singleton


Thus is caused by the line :

Code: Select all

renderer_ = &CEGUI::OgreRenderer::bootstrapSystem();


I try to run in debug mode so the dlls i have are :
CEGUIBase-0_d.dll
CEGUIExpatParser_d.dll
CEGUIFaagardWRBase.dll
CEGUIOgreRenderer-0_d.dll
expat_d.dll
freetype_d.dll
pcre_d.dll

+ those required for Ogre

I'm using Visual Studio 2010, Ogre3D 1.9 and CEGUI 8.6.

I really have no clue of were is CEGUI.log but i read somewhere that the creation of this file is related to the success of the bootstrapSystem line.

I tried several possibilities (changing the order of initialisation, catching errors for details,...) but i'm still bumping into a wall that i can't climb alone.

Thank you for hearing my problem ! :)

YaronCT
CEGUI Team
Posts: 448
Joined: Fri Jun 19, 2015 12:18
Location: Kiryat-Bialik, Israel

Re: One more ms_Singleton problem

Postby YaronCT » Mon Mar 28, 2016 19:51

JohnnyYuge: Plz provide a backtrace.

User avatar
Ident
CEGUI Team
Posts: 1998
Joined: Sat Oct 31, 2009 13:57
Location: Austria

Re: One more ms_Singleton problem

Postby Ident » Mon Mar 28, 2016 20:26

Take a look at the application template for Ogre:
https://bitbucket.org/cegui/cegui/src/2 ... ew-default

Since you showed us no code and the crystal orb is out of service, we can't tell you what the problem might be, but above code might help you figure it out differences :) if you figure it out please tell us.

Personally I d assume you did not set up Ogre properly before calling the boostrap function.
CrazyEddie: "I don't like GUIs"

JohnnyYuge
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Just popping in
Posts: 5
Joined: Mon Mar 28, 2016 09:10

Re: One more ms_Singleton problem

Postby JohnnyYuge » Mon Mar 28, 2016 22:13

Sorry, i was typing that in my phone after several hours building and testing dlls. I'm practicing this with CEGUI and that's an hard approach !^^
I used SFML before and the gap between the level of experience required is huge !

:arrow: Oh ! I'm thinking about overlays : is it possible to keep the overlays from Ogre and add the one from CEGUI at the same time ? Because it's maybe the reason why it doesn't work. -> I tried but it seems not to be the main problem.

:arrow: You highlighted the fact that i was calling bootstrap not after a proper initialisation of Ogre, so i tried to put it after all of the sequence of initialization. I will mark the positions.
I give you the code, it's not heavily different from the one in the Ogre tutorial :

Code: Select all

bool FightWindow::setup(void)
{
    root_ = new Ogre::Root(pluginsCfg_);
//HERE
    setupResources();

    bool carryOn = configure();
    if (!carryOn) return false;

    chooseSceneManager();
    createCamera();
    createViewports();

    // Set default mipmap level (NB some APIs ignore this)
    Ogre::TextureManager::getSingleton().setDefaultNumMipmaps(5);

    // Create any resource listeners (for loading screens)
    createResourceListener();
//HERE
    // Load resources
    loadResources();
//HERE

    // Create the scene
    createScene();

    createFrameListener();
//HERE
   
    return true;
};


I don't want to overload with useless code so i give you the others functions called but i don't think it would be really usefull (stop me if i'm wrong)

Code: Select all

void FightWindow::setupResources(void)
{
    // Load resource paths from config file
    Ogre::ConfigFile cf;
    cf.load(resourcesCfg_);

    // Go through all sections & settings in the file
    Ogre::ConfigFile::SectionIterator seci = cf.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;

#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
            // OS X does not set the working directory relative to the app.
            // In order to make things portable on OS X we need to provide
            // the loading with it's own bundle path location.
            if (!Ogre::StringUtil::startsWith(archName, "/", false)) // only adjust relative directories
                archName = Ogre::String(Ogre::macBundlePath() + "/" + archName);
#endif

            Ogre::ResourceGroupManager::getSingleton().addResourceLocation(
                archName, typeName, secName);
        }
    }
}

void FightWindow::chooseSceneManager(void)
{
   sceneMgr_ = root_->createSceneManager(Ogre::ST_GENERIC);
   overlaySystem_ = new Ogre::OverlaySystem();   // TODO stop overlays !
   sceneMgr_->addRenderQueueListener(overlaySystem_);
}

void BaseFightWindow::createCamera(void)
{
   camera_ = sceneMgr_->createCamera("PlayerCam");
   camera_->setPosition(Ogre::Vector3(0, 300, 500));
   camera_->lookAt(Ogre::Vector3(0, 0, 0));

   camera_->setNearClipDistance(5);
   cameraMan_ = new OgreBites::SdkCameraMan(camera_);
}

void FightWindow::createViewports(void)
{
    Ogre::Viewport* vp = window_->addViewport(camera_);
   vp->setBackgroundColour(Ogre::ColourValue(0, 0, 0));

   camera_->setAspectRatio(
        Ogre::Real(vp->getActualWidth()) /
        Ogre::Real(vp->getActualHeight()));
}

void FightWindow::loadResources(void)
{
    Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();   

//HERE (my first try)
   CEGUI::ImageManager::setImagesetDefaultResourceGroup("Imagesets");
   CEGUI::Font::setDefaultResourceGroup("Fonts");
   CEGUI::Scheme::setDefaultResourceGroup("Schemes");
   CEGUI::WidgetLookManager::setDefaultResourceGroup("LookNFeel");
   CEGUI::WindowManager::setDefaultResourceGroup("Layouts");

   CEGUI::SchemeManager::getSingleton().createFromFile("TaharezLook.scheme");
   CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage("TaharezLook/MouseArrow");
}




Code: Select all

Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
ArchiveFactory for archive type EmbeddedZip registered.
DDS codec registering
FreeImage version: 3.15.3
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
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
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library .\RenderSystem_Direct3D9_d
Installing plugin: D3D9 RenderSystem
D3D9 : Direct3D9 Rendering Subsystem created.
D3D9: Driver Detection Starts
D3D9: Driver Detection Ends
Plugin successfully installed
Loading library .\RenderSystem_Direct3D11_d
Installing plugin: D3D11 RenderSystem
Le thread 'Thread Win32' (0x2588) s'est arrêté avec le code 0 (0x0).
D3D11 : Direct3D11 Rendering Subsystem created.
D3D11: Driver Detection Starts
D3D11: Driver Detection Ends
Plugin successfully installed
Loading library .\RenderSystem_GL_d
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Le thread 'Thread Win32' (0x1740) s'est arrêté avec le code 0 (0x0).
Le thread 'Thread Win32' (0x3164) s'est arrêté avec le code 0 (0x0).
Le thread 'Thread Win32' (0x12d4) s'est arrêté avec le code 0 (0x0).
Le thread 'Thread Win32' (0x99c) s'est arrêté avec le code 0 (0x0).
Plugin successfully installed
Loading library .\Plugin_ParticleFX_d
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
Loading library .\Plugin_BSPSceneManager_d
Installing plugin: BSP Scene Manager
Plugin successfully installed
Loading library .\Plugin_CgProgramManager_d
Installing plugin: Cg Program Manager
Plugin successfully installed
Loading library .\Plugin_PCZSceneManager_d
Installing plugin: Portal Connected Zone Scene Manager
PCZone Factory Type 'ZoneType_Default' registered
Plugin successfully installed
Loading library .\Plugin_OctreeZone_d
Installing plugin: Octree Zone Factory
Plugin successfully installed
Loading library .\Plugin_OctreeSceneManager_d
Installing plugin: Octree Scene Manager
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.9.0 (Ghadamon)
Creating resource group Essential
Added resource location '../Media/thumbnails' of type 'FileSystem' to resource group 'Essential'
Added resource location '../Media/packs/SdkTrays.zip' of type 'Zip' to resource group 'Essential'
Added resource location '../Media/packs/profiler.zip' of type 'Zip' to resource group 'Essential'
Added resource location '../Media' of type 'FileSystem' to resource group 'General'
Creating resource group Popular
Added resource location '../Media/fonts' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/programs' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/programs/GLSL' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/programs/GLSL150' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/programs/GLSL400' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/programs/GLSLES' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/programs/HLSL' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/programs/Cg' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/scripts' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/materials/textures' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/models' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/particle' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/DeferredShadingMedia' of type 'FileSystem' to resource group 'Popular'
Added resource location '../Media/packs/skybox.zip' of type 'Zip' to resource group 'Popular'
D3D11 : RenderSystem Option: Allow NVPerfHUD = No
D3D11 : RenderSystem Option: Driver type = Hardware
D3D11 : RenderSystem Option: FSAA = 0
D3D11 : RenderSystem Option: Floating-point mode = Fastest
D3D11 : RenderSystem Option: Full Screen = Yes
D3D11 : RenderSystem Option: Information Queue Exceptions Bottom Level = Info (exception on any message)
D3D11 : RenderSystem Option: Max Requested Feature Levels = 11.0
D3D11 : RenderSystem Option: Min Requested Feature Levels = 9.1
D3D11 : RenderSystem Option: Rendering Device = Intel(R) HD Graphics 4000
D3D11 : RenderSystem Option: VSync = No
D3D11 : RenderSystem Option: VSync Interval = 1
D3D11 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
D3D11 : RenderSystem Option: sRGB Gamma Conversion = No
D3D9 : RenderSystem Option: Allow DirectX9Ex = No
D3D9 : RenderSystem Option: Allow NVPerfHUD = No
D3D9 : RenderSystem Option: FSAA = 0
D3D9 : RenderSystem Option: Fixed Pipeline Enabled = Yes
D3D9 : RenderSystem Option: Floating-point mode = Fastest
D3D9 : RenderSystem Option: Full Screen = Yes
D3D9 : RenderSystem Option: Multi device memory hint = Use minimum system memory
D3D9 : RenderSystem Option: Rendering Device = Monitor-1-Intel(R) HD Graphics 4000
D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
D3D9 : RenderSystem Option: Use Multihead = Auto
D3D9 : RenderSystem Option: VSync = No
D3D9 : RenderSystem Option: VSync Interval = 1
D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
CPU Identifier & Features
-------------------------
 *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
 *   MMXEXT: yes
 *    3DNOW: no
 * 3DNOWEXT: no
 *     CMOV: yes
 *      TSC: yes
 *      FPU: yes
 *      PRO: yes
 *       HT: no
-------------------------
*** Starting Win32GL Subsystem ***
Registering ResourceManager for type Texture
GLRenderSystem::_createRenderWindow "ArenIA : Fight", 800x600 windowed  miscParams: FSAA=4 FSAAHint= colourDepth=32 displayFrequency=0 gamma=false vsync=true vsyncInterval=1
Created Win32Window 'ArenIA : Fight' : 816x639, 32bpp
GL_VERSION = 4.0.0 - Build 10.18.10.4276
GL_VENDOR = Intel
GL_RENDERER = Intel(R) HD Graphics 4000
GL_EXTENSIONS = GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_buffer GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_EXT_shader_integer_mix GL_ARB_stencil_texturing
Supported WGL extensions: WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
[GL] : Valid FBO targets PF_UNKNOWN PF_A8 PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 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
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: intel
Device Name: Intel(R) HD Graphics 4000
Driver Version: 4.0.0.0
 * Fixed function pipeline: yes
 * Hardware generation of mipmaps: no
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: yes
 * Hardware stencil buffer: yes
   - Stencil depth: 8
   - Two sided stencil support: yes
   - Wrap stencil values: yes
 * Hardware vertex / index buffers: yes
 * Vertex programs: yes
 * Number of floating-point constants for vertex programs: 256
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: yes
 * Number of floating-point constants for fragment programs: 256
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: yes
 * Number of floating-point constants for geometry programs: 4096
 * Number of integer constants for geometry programs: 0
 * Number of boolean constants for geometry programs: 0
 * Tesselation Hull programs: no
 * Number of floating-point constants for tesselation hull programs: 1025
 * Number of integer constants for tesselation hull programs: 1025
 * Number of boolean constants for tesselation hull programs: 124
 * Tesselation Domain programs: no
 * Number of floating-point constants for tesselation domain programs: 0
 * Number of integer constants for tesselation domain programs: 128
 * Number of boolean constants for tesselation domain programs: 8316
 * Compute programs: no
 * Number of floating-point constants for compute programs: 0
 * Number of integer constants for compute programs: 0
 * Number of boolean constants for compute programs: 0
 * Supported Shader Profiles: arbfp1 arbvp1 glsl gp4gp gpu_gp nvgp4
 * Texture Compression: yes
   - DXT: yes
   - VTC: no
   - PVRTC: no
   - ATC: no
   - ETC1: no
   - ETC2: no
   - BC4/BC5: no
   - BC6H/BC7: no
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: yes
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: yes
 * Non-power-of-two textures: yes
 * 1d textures: yes
 * Volume textures: yes
 * Multiple Render Targets: 8
   - With different bit depths: yes
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 255
 * Vertex texture fetch: yes
 * Number of world matrices: 0
 * Number of texture units: 16
 * Stencil buffer depth: 8
 * Number of vertex blend matrices: 0
   - Max vertex textures: 16
   - Vertex textures shared: yes
 * Render to Vertex Buffer : no
 * Hardware Atomic Counters: no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: yes
 * GL 1.5 without HW-occlusion workaround: no
 * Vertex Array Objects: no
 * Separate shader objects: no
Using FSAA from GL_ARB_multisample extension.
DefaultWorkQueue('Root') initialising on thread 1b64.
DefaultWorkQueue('Root')::WorkerFunc - thread 1cc4 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 3260 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 1704 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 2fa8 starting.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
SceneManagerFactory for type 'PCZSceneManager' registered.
MovableObjectFactory for type 'PCZLight' registered.
MovableObjectFactory for type 'Portal' registered.
MovableObjectFactory for type 'AntiPortal' registered.
PCZone Factory Type 'ZoneType_Octree' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Creating resources for group Autodetect
All done
Parsing scripts for resource group Essential
Parsing script SdkTrays.material
Parsing script OgreProfiler.material
Finished parsing scripts for resource group Essential
Creating resources for group Essential
All done
Parsing scripts for resource group General
Finished parsing scripts for resource group General
Creating resources for group General
All done
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Creating resources for group Internal
All done
Parsing scripts for resource group Popular
Parsing script DualQuaternion.program
Exception de première chance à 0x7732dad8 (KernelBase.dll) dans Base Ogre.exe : Exception Microsoft C++ : Ogre::InternalErrorException à l'emplacement mémoire 0x0018d9f0..
High-level program Ogre/DualQuaternionHardwareSkinningTwoWeightsTwoPhaseCg encountered an error during loading and is thus not supported.
OGRE EXCEPTION(7:InternalErrorException): Unable to compile Cg program Ogre/DualQuaternionHardwareSkinningTwoWeightsTwoPhaseCg: The compile returned an error.
DualQuaternion_Common.cg(167) : warning C7019: "blendWgt" is too large for semantic "BLENDWEIGHT", which is size 1
(0) : error C6007: Constant register limit exceeded; more than 96 constant registers needed to compiled program
(0) : error C6007: Constant register limit exceeded; more than 96 constant registers needed to compiled program
(0) : error C6007: Constant register limit exceeded; more than 96 constant registers needed to compiled program
 in CgProgram::compileMicrocode at ..\..\..\..\..\PlugIns\CgProgramManager\src\OgreCgProgramManagerDll.cpp (line 67)
Exception de première chance à 0x7732dad8 (KernelBase.dll) dans Base Ogre.exe : Exception Microsoft C++ : Ogre::InvalidParametersException à l'emplacement mémoire 0x0018d870..
Compiler error: invalid parameters in DualQuaternion.program(28): setting of constant failed
Parsing script Examples.program
Parsing script Instancing.program
Problem parsing the following GLSL Uniform: ' lowp sampler2DShadow shadowMap' in file Ogre/Instancing_glsl_ps
Exception de première chance à 0x7732dad8 (KernelBase.dll) dans Base Ogre.exe : Exception Microsoft C++ : Ogre::InvalidParametersException à l'emplacement mémoire 0x0018d744..
Compiler error: invalid parameters in Instancing.program(24): setting of constant failed
Parsing script StdQuad_vp.program
Parsing script deferred_post.program
Parsing script ShadowCaster.program
Parsing script AdaptivePNTrianglesTessellation.material
Parsing script ASCII.material
Parsing script ASMSwizzle.material
Parsing script BlackAndWhite.material
Parsing script Bloom.material
Parsing script Bloom2.material
Parsing script CGSwizzle.material
Parsing script CompositorDemo.material
Parsing script DepthShadowmap.material
Parsing script Dither.material
Parsing script DOF.material
Parsing script DualQuaternion.material
Parsing script Embossed.material
Parsing script Example-Water.material
Parsing script Examples-Advanced.material
Compiler error: object unsupported by render system in Examples-Advanced.material(640): , Shader name: Examples/FresnelRefractReflectPS
Compiler error: object unsupported by render system in Examples-Advanced.material(938): , Shader name: Examples/TextureArrayPSasm
Parsing script Examples-DynTex.material
Parsing script Examples-Water.material
Parsing script Examples.material
Parsing script facial.material
Parsing script Glass.material
Parsing script GLSLSwizzle.material
Parsing script Halftone.material
Parsing script hdr.material
Parsing script HeatVision.material
Parsing script Hurt.material
Parsing script HWInstancing.material
Parsing script HW_VTFInstancing.material
Parsing script HW_VTF_LUTInstancing.material
Parsing script instancing.material
Parsing script InstancingMisc.material
Parsing script Invert.material
Parsing script IsoSurf.material
Problem parsing the following Cg Uniform: '@TMP29' in file Ogre/IsoSurf/TessellateTetrahedraGS_CG
Parsing script Laplace.material
Parsing script MotionBlur.material
Parsing script MRTtest.material
Parsing script NightVision.material
Parsing script Ocean.material
Parsing script OffsetMapping.material
Compiler error: object unsupported by render system in OffsetMapping.material(35): , Shader name: Examples/OffsetMappingPSAsm
Parsing script Ogre.material
Parsing script OldMovie.material
Parsing script OldTV.material
Parsing script ParticleGS.material
Parsing script Penguin.material
Parsing script Posterize.material
Parsing script pssm.material
Parsing script RadialBlur.material
Parsing script RasterizationOrder.material
Parsing script RobotLaveLinge3.material
Parsing script RZR-002.material
Parsing script ShaderInstancing.material
Parsing script ShaderSystem.material
Parsing script shadows.material
Parsing script SharpenEdges.material
Parsing script sibenik.material
Parsing script smoke.material
Parsing script Tesselation.material
Parsing script Tiling.material
Parsing script VarianceShadowmap.material
Parsing script VTFInstancing.material
Parsing script deferreddemo.material
Parsing script deferred_post.material
Parsing script deferred_post_minilight.material
Parsing script ShadowCaster.material
Parsing script ssao.material
Parsing script emitted_emitter.particle
Parsing script Examples-Water.particle
Parsing script Examples.particle
Parsing script smoke.particle
Parsing script Examples.compositor
Parsing script deferred.compositor
Parsing script ssao.compositor
Finished parsing scripts for resource group Popular
Creating resources for group Popular
All done
*** Initializing CEGUI ***
Last edited by JohnnyYuge on Tue Mar 29, 2016 04:53, edited 1 time in total.

lucebac
Just can't stay away
Just can't stay away
Posts: 193
Joined: Sat May 24, 2014 21:55

Re: One more ms_Singleton problem

Postby lucebac » Tue Mar 29, 2016 00:08

From your first post, I guess that you need to change

Code: Select all

renderer_ = &CEGUI::OgreRenderer::bootstrapSystem();

to

Code: Select all

renderer_ = CEGUI::OgreRenderer::bootstrapSystem();
where renderer_ is of type CEGUI::OgreRenderer& since bootsrapSystem() returns a reference to the renderer.
But IIRC you will not be able to keep the renderer as a class object then. I'd recommend to call bootstrapSystem() without saving the return value in the first place but afterwards retrieving the renderer using

Code: Select all

CEGUI::OgreRenderer* renderer_ = static_cast<CEGIU::OgreRenderer*>(CEGUI::System::getSingleton().getRenderer());

JohnnyYuge
Just popping in
Just popping in
Posts: 5
Joined: Mon Mar 28, 2016 09:10

Re: One more ms_Singleton problem

Postby JohnnyYuge » Tue Mar 29, 2016 04:20

As far as i digged into C++, it possibly can be an error but no the error i'm pointing since the compilation worked. I will mark it if i have the problem you mentionned !

As Ident said, it surely was something like a bad initialization. But i can't figure out where i misunderstood the order. It is probably a line i didn't set or smthg like that.

User avatar
Ident
CEGUI Team
Posts: 1998
Joined: Sat Oct 31, 2009 13:57
Location: Austria

Re: One more ms_Singleton problem

Postby Ident » Tue Mar 29, 2016 17:37

Sure, and please tell us once you find out.

We can probably throw an exception for that case you had , once we know what the issue is.
CrazyEddie: "I don't like GUIs"

JohnnyYuge
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Posts: 5
Joined: Mon Mar 28, 2016 09:10

Re: One more ms_Singleton problem

Postby JohnnyYuge » Wed Mar 30, 2016 10:41

I definately can't find what i'm missing, and i'm running out of time. Something is different in my order in the frame listener, it will be m'y last chance !^^
Guess i'll recreate à project from scratch if it still doesn't work.

And i will study more in depth how the Singleton works.

YaronCT
CEGUI Team
Posts: 448
Joined: Fri Jun 19, 2015 12:18
Location: Kiryat-Bialik, Israel

Re: One more ms_Singleton problem

Postby YaronCT » Wed Mar 30, 2016 10:44

The singleton is a deep entity indeed :lol:

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Ident
CEGUI Team
Posts: 1998
Joined: Sat Oct 31, 2009 13:57
Location: Austria

Re: One more ms_Singleton problem

Postby Ident » Wed Mar 30, 2016 17:49

Whatever it is, we need to add an exception to prevent this from happening to other people (or ourselves again) ;)
CrazyEddie: "I don't like GUIs"

JohnnyYuge
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Posts: 5
Joined: Mon Mar 28, 2016 09:10

Re: One more ms_Singleton problem

Postby JohnnyYuge » Sun Apr 17, 2016 13:57

Because of this problem, i changed my GUI for an easier one (obviously less complete).
And i noticed that i had to create one instance of a singleton in this library with a none static call de the constructor (the default constructeur is public) wich is built with the Ogre template.

So, i don't think i'll come back to CEGUI for this project but, it surelly was a problem of double instanciation of the class.

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Ident
CEGUI Team
Posts: 1998
Joined: Sat Oct 31, 2009 13:57
Location: Austria

Re: One more ms_Singleton problem

Postby Ident » Sun Apr 17, 2016 14:30

JohnnyYuge wrote:So, i don't think i'll come back to CEGUI for this project but, it surelly was a problem of double instanciation of the class.

Thanks for the info though. Just as expected the problem was in your code somewhere, weird that it wasn't easily spotted by putting a breakpoint at the bootstrap function. I will add an exception for this purpose to the library so that in the future there should be a clear reason why it fails.
CrazyEddie: "I don't like GUIs"


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