CMake Error:
Running
'.../vcpkg/downloads/tools/ninja-1.10.1-osx/ninja' '-C' '.../vcpkg/buildtrees/ogre-next/x64-osx-mixed-dbg' '-t' 'cleandead'
failed with:
ninja: error: build.ninja:788: multiple rules generate lib/macosx/OgreMainStatic.framework/Versions/2.2.4/Headers/OgreTagPoint.h [-w dupbuild=err]
Would you recommend using Ogre 1 instead for new projects?
I would say it depends what your project is. See https://www.ogre3d.org/about/what-version-to-choose ogre1 still has the ecosystem advantage - like being available in the msys2 repo
ogreRoot->loadPlugin("RenderSystem_GL3Plus");
before getting renderers
Upon creating a basicWorkspaceDef, I'm triggering an assertion
compositorManager->createBasicWorkspaceDef( workspaceName, backgroundColour, Ogre::IdString() );
Assertion failed: (!(mHash == idString.mHash && strcmp( mDebugString, idString.mDebugString ) != 0) && "Collision detected!"), function operator<, file /OgreMain/include/OgreIdString.h, line 231.
Is it possible there's another simple thing I've missed?
MainEntryPoints::getWindowTitle()
is also missing on all platforms)
Can somebody explain to me, why the tutorial code in
Samples/2.0/Tutorials/Tutorial01...
(also 02 and 03) only definesMainEntryPoints::createSystems()
on Apple and IOS? This leads to a linker error on Windows, because the method never gets defined elsewhere. Or did I miss something?
Hi @Neonit ! Sorry for late reply
Tutorial01 never calls MainEntryPoints::mainAppSingleThreaded nor MainEntryPoints::mainAppMultiThreaded as it defines its own custom main loop for tutorial purposes.
(i.e. INT WINAPI WinMainApp does what mainAppSingleThreaded would do). It does on iOS because iOS was adding too much complexity for a tutorial.
It shouldn't give you linker errors; but I think I see how it may be possible. What compiler were you using? And was it Debug or Release? x64 or x86?
Cheers