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 Post subject: Compiling XML2Volume
PostPosted: Tue Mar 03, 2009 9:06 pm 

Joined: Thu Feb 26, 2009 7:58 pm
Posts: 26
Hello David,

today I started the attempt to complile XML2Volume (to migrate OgreXMLs to mesh files for PolyVox). I started to create a make file for gnuCC. Analysing the code a bit, I found something missing in the SVN repository. I need to ask your support again.

Where do I find the file: OgrePrerequisites.h

Is this part of OGRE or of PolyVox/Thermite3D ?

Your kind support is very much appreciated
Kind regards


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 Post subject: Re: Compiling XML2Volume
PostPosted: Tue Mar 03, 2009 9:17 pm 
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OgrePrerequisites.h is provided by OGRE.

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Matt Williams
Linux/CMake guy


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 Post subject: Re: Compiling XML2Volume
PostPosted: Tue Mar 03, 2009 9:19 pm 

Joined: Thu Feb 26, 2009 7:58 pm
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I did a little research on the web and found that this are files of OGRE itself. I started to download the SVN repository of OGRE from sourceforge and shall try to continue using the *.h provided in the OGRE source.


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 Post subject: Re: Compiling XML2Volume
PostPosted: Tue Mar 03, 2009 9:22 pm 

Joined: Thu Feb 26, 2009 7:58 pm
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Milliams, thank you very much, our posts must have met on the line :D. Thank you very much for the confirmation.


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 Post subject: Re: Compiling XML2Volume
PostPosted: Tue Mar 03, 2009 11:17 pm 
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Indeed, the XML2Volume program is dependant on Ogre. However, it's not really maintained anymore because I want to instead create an 'in game' editor - hence I would be quite suprised of the XML converter still works.

However, from your email I guess you are just looking for a way to create volume for testing purposes. As it happens I recently added a Heightfield2Volume converter to the Thermite repository. This is much simpler than the XML converter (it's only about 50 lines of code) and does not require Ogre. It does require Qt, though only for the purposes of reading the heightmap image. You could easily remove this Qt dependancy and just hard-code some height values.

I will release a new version of Thermite very soon (probably this weekend) and will include the heightmap converter in that so don't worry if you can't build it. It will also mean you can test to see if your volume is correct!

Ok, I think I should update the news page with an update so people know what I'm working on. It seems a few people are starting to follow this now...


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 Post subject: Re: Compiling XML2Volume
PostPosted: Wed Mar 04, 2009 6:43 am 

Joined: Thu Feb 26, 2009 7:58 pm
Posts: 26
Thanks for the reply and the new post, this sounds very encouraging.
To be prepared do we need to download the QT libraries only or the SDK, we are discussing quite a download (I shall definitely not mess around with QT)

Kind regards
joschka

P.S: thanks for the spell checker in the forum :-)


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 Post subject: Re: Compiling XML2Volume
PostPosted: Wed Mar 04, 2009 7:04 pm 
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Well for the demo I will release you don't need anything - it will be a prebuilt version of the Thermite which will just run. You only need to get Qt and Ogre if you want to build Thermite from source code.

If you do want to do this (and I don't recommend it as it is a pretty complex process and I need to update the instructions on how it's done) then currently you would need to build Qt from source code. This is because the Qt SDK is a very new concept. The first ever Qt SDK was only released in the last few days! Before that you had to build from source.

Naturally I would like to improve the build system so that the Qt SDK can be used, but this isn't a priority at the moment...


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