Where communities thrive

  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
Repo info
    But when you segfault it's usually more helpful to attach a debugger and see from there what's going on and what values each variable has
    I have added the backtrace from the debugger as comment at the end of the gist.
    Maybe it's becaus I'm not loading the plugin. I'll try.
    Also you shouldn't create OpenGL3PlusRenderSystem yourself, you get it from root (for example with getAvailableRenderers)
    (at least with Ogre 1)
    David Young-Chan Kay

    Hey folks!

    My team and I are trying to render text to a 3D surface in OGRE 2.1. It seems we are having trouble properly calling datablock.setTexture(). I've typed up my situation in a gist if you'd like more information. https://gist.github.com/DavidYKay/2c70522f42a98d4672dc384b338cb7ac

    Many thanks for any help you may be able to offer.

    David Young-Chan Kay

    Just got a response on the forums: https://forums.ogre3d.org/viewtopic.php?f=25&t=96100

    Will implement and update if need be. Thanks very much!

    Macoy Madson
    Hi, I've got a simple question: How do I sign up to edit the wiki?
    I wrote a tutorial for Ogre 2.3 that I thought would be good to have in the wiki.
    Macoy Madson
    (I will have to make some updates to match the community guidelines)
    Matías N. Goldberg
    Just login using your forum's username and password:
    Macoy Madson

    Invalid username or password

    I tried logging out and back in on the forum and didn't have any issues.
    Does it take a while for the forum account to propagate to the wiki or something? I only registered yesterday

    My username is macoy, in case that helps
    Michelangelo Conserva
    Hello everyone!
    I am integrating Bullet3 Physics into the Ogre renderer in Windows. At the moment I am trying to get the frameStarted function working.
    It kinda works in the sense that I am able to printf and move a mesh but after a second or so the application doesn't respond.
    51 replies
    hi guys , anyone has a plugin to import mesh files into blender ?
    8 replies
    For future reference, when building the Ogre 1.12 build, the dependencies automatically download and compile (which is very nice!), however they only build the release, and link the release builds of the dependencies to the debug projects causing linker errors... is there a cmake file that can be edited to have both the debug/release to be autobuilt rather than just the release build?
    4 replies
    Here is example ambient lighting from https://learnopengl.com/Lighting/Basic-Lighting , but the real question is how do I forward the ambientStrength value from the game code to the fragment shader ..... I suppose I need to do it in the material file ... but how, what is the general mechanism of doing it ?
    void main()
    //   float ambientStrength = 0.1;
        vec3 ambient = ambientStrength * lightColor;
        vec3 result = ambient * objectColor;
        FragColor = vec4(result, 1.0);
    19 replies
    Hello, how do I get the TBN matrix , that is matrix build from Tangent , Bitangent, and Normal of a vertex ? I spend lot of time figuring out that layout (location = 3) in vec3 aTangent; won't work in my GLSL program and yield a wrong value...
    5 replies
    I do use Ogre 1.12.9 and Linux OpenSuse 15.1 .... , and of course OpenGL, OpenGL3Plus
    Grzegorz Futa
    Hi where to paste the amd_ags_x64.dll to what 'binary' folder?
    3 replies
    Christopher DiPaolo
    Hey, I am trying to create a VS solution for ogre-next by running the "build_ogre_Visual_Studio_16_2019_x64" script, however, it keeps erroring out. The Cmake error file only contains a single error stating "pthread.h not found". Am I missing a depedency?
    14 replies
    David Liu

    Has anyone managed to successfully link ogre libraries after building it statically on Windows?

    I successfully built both 1.12.10 from source and also tried this with 1.12.9 from vcpkg. I'm working on a crossplatform solution so using CMake/writing CMakeLists rather than visual studio tooling. I'm trying to compile the same code as from the bootstrap tutorial, so I'm doing
    find_package(OGRE REQUIRED COMPONENTS Bites RTShaderSystem)
    and later
    target_link_libraries(0_Bootstrap OgreBites OgreRTShaderSystem)

    Trying to run this gets me lots of errors similar to Target "0_Bootstrap" links to target "SDL2::SDL2" but the target was not found., indicating the dependencies are not linked correctly. (SDL2, ZLib, and Imgui are some of the libs in question that error)

    if I manually resolve them by doing a find_package(SDL2) and all the other missing packages, it still errors upon compilation. the command that fails is C:\...link.exe ...stuff... obj /out:src\0_Bootstrap.exe ...various.lib_files_being_linked... freetype.lib ...other.lib_files...

    which naturally isn't surprising because the linker has no idea where freetype.lib is. This seems odd though, seeing as how the find_package(OGRE) stuff should've handled all the includes and libraries for me. I spent a while hacking at doing it without find_package and copying what the generated OgreTargets.cmake file did, but it was tedious and sifting through the undefined references was painful.

    Is this a bug or am I missing something glaringly simple?

    14 replies
    Does ogre supports DX12 ?
    Matías N. Goldberg
    No. OGRE-next supports Vulkan, but no immediate plans for DX12 yet
    (and Vulkan support is in experimental phase yet, it's quite stable actually, but I wouldn't say ready for production yet)
    https://ogrecave.github.io/ogre/api/1.12/class_ogre_1_1_material.html#a625d27ef43d359a6b4f2dc58a363af95 says it sets reflactense diffuse parameter for the pass .....How do I retrieve this parameter value inside my own fragment shader, is this ever possible for custom shader ? I have a C++ code which changes the color of a mesh material with setDiffuse setSpecular setAmbient for RTShaderMaterials. Now I try to migrate slowly to custom shaders and I don't want to overcomplicate it.
    Hello, I wanted to try out the code from this post https://www.ogre3d.org/2020/12/24/augmented-reality-made-simple-with-ogre-and-opencv but unfortunately I get an error AttributeError: module 'cv2.cv2' has no attribute 'ovis. I have opencv-contrib-python installed, so I thought I am good to go? In the article it says that ovis is an OpenCV module.
    Pavel Rojtberg
    and check that ovis was enabled. Probably it was not and you would have to build opencv from source.
    @paroj indeed, it's marked as unavailable. Thanks a lot!
    I just started with Ogre. Created a simple tetrahedron mesh with xml format and converted it with the mesh converter. If I order the face indices anti-clockwise, ogre shows me the back faces, if clockwise, it shows as expected. I rechecked many times, cannot imagine why, when all tutors says to order anti-clockwise.
    Any ideas?
    3 replies
    Tomas Ayi
    Hi, I am starting with Ogre. I am using an Apalis i.MX8QM from Toradex. I'm running weston in a docker container, and in other container I have Ogre compiled. When I try to run SampleBrowser, i have the next error:
    Loading library /usr/local/lib/OGRE/RenderSystem_GL.so.1.12.11
    Installing plugin: GL RenderSystem
    OpenGL Rendering Subsystem created.
    Xlib: extension "GLX" missing on display ":0".
    Segmentation fault.
    6 replies
    I am relatively new with Linux but I want to learn. I need some ideas to know how to solve this
    When running my program (which uses Ogre) from Visual Studio 2019, in the Output tab, it displays Ogre's output with an Ogre: prefix. The output on stdout from my code is not displayed. Any idea why that is? When I run the program from console, I see all the output.
    1 reply
    Hello, does anyone have an example of simple integration dear imgui with 2.2+ opengl?
    how to set zlib.dll and SDL2.dll as static library when OGRE_STATIC is ON?
    Game.exe depends SDL2.dll and zlib.dll :(
    1 reply
    Chris Hall

    I'm also trying to get this tutorial to work: https://www.ogre3d.org/2020/12/24/augmented-reality-made-simple-with-ogre-and-opencv
    I'm trying to use docker for it. I first build opencv from source on ubuntu:20.04, to get ovis enabled I added:
    apt install libogre-1.12 libogre-1.12-dev, ARG OGRE_DIR=/usr/share/OGRE/cmake/modules/, touch /usr/lib/x86_64-linux-gnu/libOgreGLSupport.a. It builds fine, I can access it in opencv.

    However when I run: owin = cv2.ovis.createWindow("VR", (800,600)), I got a bunch of errors about missing zip files in /usr/share/OGRE/Media/packs/, so I downloaded all the missing files for the packs folder. Now I'm getting errors:

    owin = cv2.ovis.createWindow("VR", (800,600))
    libGL error: MESA-LOADER: failed to retrieve device information
    libGL error: Version 4 or later of flush extension not found
    libGL error: failed to load driver: i915
    libGL error: failed to open /dev/dri/card0: No such file or directory
    libGL error: failed to load driver: iris
    libGL error: MESA-LOADER: failed to retrieve device information
    libGL error: Version 4 or later of flush extension not found
    libGL error: failed to load driver: i915
    libGL error: failed to open /dev/dri/card0: No such file or directory
    libGL error: failed to load driver: iris
    libGL error: MESA-LOADER: failed to retrieve device information
    libGL error: Version 4 or later of flush extension not found
    libGL error: failed to load driver: i915
    libGL error: failed to open /dev/dri/card0: No such file or directory
    libGL error: failed to load driver: iris
    error                                     Traceback (most recent call last)
    <ipython-input-1-347dc5cb1e73> in <module>
          1 import cv2
    ----> 2 owin = cv2.ovis.createWindow("VR", (800,600))
    error: InternalErrorException: Unable to open zip file '/usr/share/OGRE/Media/volumeTerrain/volumeTerrainBig.zip' in load at /build/ogre-1.12-VXqDQG/ogre-1.12-1.12.4+dfsg1/OgreMain/src/OgreZip.cpp (line 221)

    Is OpenGL required? I've tried downloading the content that goes in /usr/share/OGRE/Media/volumeTerrain/, but it still can't load the zip even though I can see it. Do I need to use an older version of libogre?

    16 replies
    Is there any helpful overview over Ogre 2's components (like window, viewport, camera, scene manager, compositor, ...), how, when and why they need to be initialized and e.g. where to search for this and that (who owns and manages the objects)? I find it a bit tedious to browse sample code and guess e.g. the original intention behind design choices or how components are related to each other.
    3 replies
    In my current case I basically copied the initialization for resources, HLMS, scene manager, camera and compositor from the sample common code. Just tried to change the clear color in the call to Ogre::CompositorManager2::createBasicWorkspaceDef(), but the window stays white. I'm getting my nVidia FPS counter so I assume there is some rendering going on at least.
    This message was deleted
    9 replies


    I'm so sorry to ask the stupid question.
    I can't find any document about "ogre java binding".
    so i wrote a java tutorial application referenced from BasicTutorial.cpp.
    i will be very appreciated,if any advice



    import org.ogre.*;
    public class test {
        ApplicationContext applicationContext=null;
        InputListener inputListener=null;
        SceneManager sceneManager=null;
        ShaderGenerator shaderGenerator=null;
        Light light=null;
        SceneNode lightNode=null;
        Camera camera=null;
        SceneNode cameraNode=null;
        Entity ogreEntity=null;
        SceneNode ogreNode=null;
        public void init(){
            applicationContext=new ApplicationContext("fuck");
            inputListener=new InputListener();
        public void setup(){
            sceneManager.setAmbientLight(new ColourValue(0.5f,0.5f,0.5f));
        public  void run(){
            try {
            }catch (Exception exception){


    public class main {
        public static void main(String[] args) {
           test t=new test();

    Compiler arguments

    "-javaagent:C:\Program Files\JetBrains\IntelliJ IDEA Community Edition 2020.3.2\lib\idea_rt.jar=54009:
    C:\Program Files\JetBrains\IntelliJ IDEA Community Edition 2020.3.2\bin"
    -Dfile.encoding=UTF-8 -classpath C:\Users\liu17\.jdks\corretto-1.8.0_282\jre\lib\charsets.jar;

    Java Exception

    Exception in thread "main" java.lang.UnsatisfiedLinkError: org.ogre.BitesJNI.swig_module_init()V
        at org.ogre.BitesJNI.swig_module_init(Native Method)
        at org.ogre.BitesJNI.<clinit>(BitesJNI.java:848)
        at org.ogre.ApplicationContext.<init>(ApplicationContext.java:58)
        at test.init(test.java:15)
        at test.setup(test.java:25)
        at test.run(test.java:40)
        at main.main(main.java:4)
    36 replies


    # Defines plugins to load
    # Define plugin folder
    # Define plugins
    # Plugin=RenderSystem_Metal
    # Plugin=RenderSystem_Tiny
    # Plugin=Plugin_CgProgramManager
    # Plugin=Codec_EXR
    # Plugin=Codec_FreeImage
    Is there a way to do "render scaling" in Ogre? I.e. I want Ogre to render the scene in 1080p resolution but I want the final output to the monitor be upscaled to 4K.
    Pavel Rojtberg
    this is trivial to do with a render_quad compositor

    this is trivial to do with a render_quad compositor

    Doesn't sound like it can be solved with simple render_quad compositor unless I'm missing something. If I understand correctly _createRenderWindow forces the resolution that Ogre uses for rendering the scene and no matter what value I give for target_width_scaled for the compositor, it will be scaled back to the size of the RenderWindow created.

    hi guys
    im trying to comple the tut1 src but im getiing