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Port ign-rendering to Ogre 2.3 #553
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Ooops!!! Thanks! Fixed codecheck errors. I thought I had ran it but obviously I didn't. |
PR was recently updated. Reasons:
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@darksylinc I'm happy to test on macOS / Metal once I've got a local build of Ogre2.3. We should add a note that there is an upstream dependency on https://github.com/osrf/homebrew-simulation having a formula for ogre2.3. Update 5 March
One change in #--------------------------------------
# Find OGRE2
-ign_find_package(IgnOGRE2 VERSION 2.2.0
+ign_find_package(IgnOGRE2 VERSION 2.3.0
COMPONENTS HlmsPbs HlmsUnlit Overlay
REQUIRED_BY ogre2
PRIVATE_FOR ogre2) This is the shell script I use to build and install ogre2.3 into
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I started testing this. Here's my first pass at it.
That's it. Everything else seems to be working well! |
Here are my notes for getting ogre-next
To build ign-rendering with ogre2.3, for now you may need to uninstall |
Thanks for the feedback! I'll take a look at them tomorrow.
Interestingly this was reported a few days ago. However this is a Vulkan upstream bug; did I accidentally leave Vulkan enabled? (It should default to OpenGL). Or maybe I accidentally introduced an OpenGL bug? Anyways I'll take a look |
I manually updated |
I didn't yet look at this one
Fixed, it will need you to pull latest changes from ign-rendering branch AND latest changes from Ogre 2.3 (there was an upstream bug + various bugs in the new ign-rendering code)
Fixed, you will need to pull latest changes from Ogre 2.3 (it was purely an upstream bug) |
nice, confirmed that heightmap and particles issues are fixed! |
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It seems like there are some merge conflicts in this PR due to the renaming of |
We now have some OGRE 2.3 debs ready for focal and jammy testing. I'm going to pull this into a branch on this repository and fix the differences introduced by the renaming. |
plaincolor_fs_Metal depends on plaincolor_vs_Metal which causes a crash with OgreNext 2.3.1 Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
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I fixed the Metal crash. I also rebased with latest changes. |
Signed-off-by: Matias N. Goldberg <[email protected]>
we have homebrew working in #681 , but getting a new series of errors that are centered around:
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@osrf-jenkins retest this please |
Do you know how to repro? That issue popped up after last weekend's merges with latest main where more 'ign' stuff was changed into 'gz' so code from this PR stopped working I thought I found them all |
I can consistently reproduce with the ogre2.3 that we have built for homebrew https://github.com/osrf/homebrew-simulation/blob/master/Formula/ogre2.3.rb I don't think that we have done anything exotic here, @scpeters included some more logs in the other issue as well. #681 |
But I mean how to repro. Is this opening the GUI? opening a particular SDF? The unit tests? |
Aha, sorry. The INTEGRATION_Camera_TEST will fail. |
here is the full list of failing tests: some info can be seen in the console log, but the ogre2.log file is most informative (see #681 (comment) and #681 (comment)) |
Signed-off-by: Michael Carroll <[email protected]>
I went through all the examples on macOS M1 with metal backend. All the ones that I expect to work in |
…ebosim#685) As we have increased our number of potential configurations, we needed a bit of a refactor to be able to test all of the configurations. This changes the tests to no longer use gtest's parameterization, but rather use ctest's Signed-off-by: Michael Carroll <[email protected]>
* Port remaining tests to common framework Signed-off-by: Michael Carroll <[email protected]>
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Letting CI turn over one more time with all changes incorporated.
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unless the CI comes back with unexpected test failures, I think this is good to go. Let's get it in to unblock other PRs.
Just want to say thanks everyone for their hard work!!! Especially @darksylinc for iterating on everyone's reviews and comments! I'm gonna be excited for the Garden release! |
🦟 Bug fix
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Summary
This PR updates ign-rendering to Ogre 2.3
Main changes:
Ogre2GpuRays
uses compositor scriptsOgre2Material
needs to request glslvk shader profile instead of glslINTEGRATION_depth_camera
is randomly failing. Could be either Ignition's or Ogre's bug.It's easier to check the commits than the changes. Actual diff from Ignition's code is not that big.
Reviewers could try checking out the new branch, and diff against main. That will be far easier to review since you can ignore/skip upstream files.
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
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