mmm....
a classic createscene is:
virtual void onCreateScene()
{
mSceneMgr = Ogre::Root::getSingleton().getSceneManager("YakeSM");
mpOgreRW = ((yake::graphics::ogre3d::GraphicalWorld *)getGraphicalWorld())->getCore()->getRenderWindow();
vp = mpOgreRW->getViewport(0);
mycamera = getDefaultCamera();
setGUI();
TargetSys = new TargetSystem();
getGraphicalWorld()->setAmbientLight(math::Color(0.1,0.1,0.1));
getGraphicalWorld()->setShadowsEnabled( true );
mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_TEXTURE_ADDITIVE);
//mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_MODULATIVE);
mSceneMgr->setShadowTextureSelfShadow(true);
mSceneMgr->setShadowTextureSettings(1024, 3);
#ifndef _DEBUG
Ogre::CompositorInstance* bloominst = Ogre::CompositorManager::getSingleton().addCompositor(vp, "Bloom");
Ogre::CompositorManager::getSingleton().setCompositorEnabled(vp, "Bloom", true);
#endif
...
and a classic include:
// STL
#include <iostream>
// Yake
#include <yake/base/yake.h>
#include <yake/scripting/yakeScriptingSystem.h>
#include <yake/yappbase/yapp.h>
#include <yake/audio/yakeAudio.h>
#include <yake/raf/yakeRaf.h>
#include <yake/model/model.h>
#include <yake/model/model_link.h>
#include <yake/vehicle/yakeVehicle.h>
#include <yake/input/yakeInput.h>
#include <yake/vehicle/yakeNativeOde.h>
//OGRE
#include "Ogre.h"
#include "OgreTextAreaOverlayElement.h"
#include "OgreInstancedGeometry.h"
//#include <OgreShadowCameraSetupLiSPSM.h>
//ODE
#include "ode.h"
//ODE Plugin
#include "yake/plugins/physicsODE/yakePCH.h"
#include "yake/plugins/physicsODE/PhysicsSystemODE.h"
#include "yake/plugins/physicsODE/OdeWorld.h"
#include "yake/plugins/physicsODE/OdeRay.h"
//OGRE Plugin
#include <yake/plugins/graphicsOgre/yakePCH.h>
#include <yake/plugins/graphicsOgre/yakeGraphicsSystem.h>
#include <yake/plugins/graphicsOgre/yakeGraphicsWorld.h>
#include <yake/plugins/graphicsOgre/graphicsOgreCore.h>
#include <yake/plugins/graphicsOgre/graphicsOgreEntity.h>
//#include <yake/plugins/graphicsOgre/graphicsOgreGeometryAccess.h>
//#include <yake/plugins/graphicsOgre/graphicsOgreLight.h>
//#include <yake/plugins/graphicsOgre/graphicsOgreCamera.h>
//#include <yake/plugins/graphicsOgre/graphicsOgreNode.h>
#include <yake/plugins/graphicsOgre/graphicsOgreParticleSystem.h>
//#include <yake/plugins/graphicsOgre/graphicsOgreSkeleton.h>
#include "noise/noise.h"
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif
static int trueRand(int min, int max) { return (int) ( (double)rand()/(double)RAND_MAX * (max-min) + min ); }
//quicksort
//#include <algorithm>
//#include <iterator>
//#include <functional>
//
//template <typename T>
//void sort(T begin, T end) { // a[7] -> sort(a, a+7)
// if (begin != end) {
// T middle = partition (begin, end, bind2nd(
// less<iterator_traits<T>::value_type>(), *begin));
// sort (begin, middle);
// sort (max(begin + 1, middle), end);
// }
//}
////////bool operator<(const Student& a, const Student& b) {
//////// return a.score < b.score;
////////}
if this will not help, post the log
PS: stay alert to not mix stl, ogre and yake's pieces -> unpredictable results -> random crash...