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Opengl renderer seems to be broken on windows system #12

@Ezeer

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@Ezeer

Hi .
Like other forum's users , i had problems to run the demo apps with visual studio .
thread : http://gamekit.org/forum/viewtopic.php?f=3&t=3717

I've found that finally it's because of the OgreMain part , that fails to create a window with OGRE_RS_GL.
In OgreRoot.cpp :

RenderWindow* Root::createRenderWindow(const String &name, unsigned int width, unsigned int height,
bool fullScreen, const NameValuePairList *miscParams)
{
if (!mActiveRenderer)
{
OGRE_EXCEPT(Exception::ERR_INVALID_STATE,
"Cannot create window - no render "
"system has been selected.", "Root::createRenderWindow");
}

But using OGRE_RS_D3D9 in gkApplication.cpp instead , the program runs . ( AppCppDemo )

int main(int argc, char** argv)
{
TestMemory;

gkLogger::enable("AppCppDemo.log", GK_CPP_VERBOSE_LOG);

gkUserDefs prefs;
prefs.rendersystem = OGRE_RS_D3D9;
...
...

`

I'm in gamekit sdk for few hours only , i haven't tested yet the d3d renderer for the other demos ,
but they all failed with GL .
Duno why yet ...

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