Search found 64 matches
- Wed Jan 18, 2012 07:48
- Forum: Help
- Topic: Rendering problem
- Replies: 8
- Views: 6072
Re: Rendering problem
And about your second approach addition code, I'm confuse where do I implement? You would add the call to 'set_default_state' immediately before the call to renderGUI: void my_render_function() { IDirect3DStateBlock9* old_state = 0; m_pDevice->CreateStateBlock(D3DSBT_ALL, &old_state); old_state...
- Mon Oct 17, 2011 17:12
- Forum: Help
- Topic: Crash inside CEGUI::System::destroy()
- Replies: 27
- Views: 20459
Re: Crash inside CEGUI::System::destroy()
For some reason, your application is build in debug mode, but doesn't have the "_DEBUG" define set. I also doubt that it's a good idea to disable the LIBCMTD, but these things may be related.
What was the reason why you ignore the LIBCMTD in the linker settings of your app?
What was the reason why you ignore the LIBCMTD in the linker settings of your app?
- Mon Oct 17, 2011 16:52
- Forum: Modifications / Integrations / Customisations
- Topic: How to support unicode in Editext string
- Replies: 1
- Views: 3746
- Mon Oct 17, 2011 16:31
- Forum: Help
- Topic: Crash inside CEGUI::System::destroy()
- Replies: 27
- Views: 20459
Re: Crash inside CEGUI::System::destroy()
Nope, this isn't what I meant.
Open the CEGUI.sln, right click the CEGUIBase project and search the compiler/librarian setting there.
Open the CEGUI.sln, right click the CEGUIBase project and search the compiler/librarian setting there.
- Mon Oct 17, 2011 06:04
- Forum: Help
- Topic: Crash inside CEGUI::System::destroy()
- Replies: 27
- Views: 20459
Re: Crash inside CEGUI::System::destroy()
But these are exactly what I meant. If you now also would post this settings of CEGUIBase...
- Sat Oct 15, 2011 17:15
- Forum: Help
- Topic: Crash inside CEGUI::System::destroy()
- Replies: 27
- Views: 20459
Re: Crash inside CEGUI::System::destroy()
Could you also post the command lines for CEGUI (e.g. CEGUIBase) and your application (both compiler and linker/librarian)?
- Wed Oct 12, 2011 06:36
- Forum: Help
- Topic: creating a 3D user interface.
- Replies: 6
- Views: 6752
Re: creating a 3D user interface.
nope says can't access protected member like that. damn it I'm confused. Which function is protected? If the line CEGUI::OgreRenderer* pUIRenderer = new CEGUI::OgreRenderer(CEGUI::OgreRenderer::bootstrapSystem(*uiView->getTarget())); compiles, the same line without the copy constructor should compi...
- Tue Oct 11, 2011 05:32
- Forum: Help
- Topic: Crash inside CEGUI::System::destroy()
- Replies: 27
- Views: 20459
Re: Crash inside CEGUI::System::destroy()
The problem sounds as if the interface of std::vector changed between msvc10 and msvc11.
I'm sure you triple-checked to link against the wrong lib, so I'd think it has something to with the dependencies.
You really should recompile all the dependencies manually.
I'm sure you triple-checked to link against the wrong lib, so I'd think it has something to with the dependencies.
You really should recompile all the dependencies manually.
- Tue Oct 11, 2011 05:23
- Forum: Help
- Topic: creating a 3D user interface.
- Replies: 6
- Views: 6752
Re: creating a 3D user interface.
I didn't play with the OgreRenderer before, but I think that the line CEGUI::OgreRenderer* pUIRenderer = new CEGUI::OgreRenderer(CEGUI::OgreRenderer::bootstrapSystem(*uiView->getTarget())); should be replaced with CEGUI::OgreRenderer* pUIRenderer = &CEGUI::OgreRenderer::bootstrapSystem(*uiView->...
- Sat Aug 13, 2011 08:58
- Forum: Help
- Topic: Proper CEGUI shutdown / Valgrind
- Replies: 3
- Views: 3353
Re: Proper CEGUI shutdown / Valgrind
You should shutdown the system using the CEGUI::Renderer::destroySystem() method:
Haven't checked this for memory leaks, though.
Code: Select all
CEGUI::OpenGLRenderer& renderer = CEGUI::OpenGLRenderer::bootstrapSystem();
...
renderer.destroySystem();
Haven't checked this for memory leaks, though.
- Mon Aug 01, 2011 07:46
- Forum: Help
- Topic: Problem in ceguistring.h while compiling (VS2010)
- Replies: 4
- Views: 3749
Re: Problem in ceguistring.h while compiling (VS2010)
... most probably because NOMINMAX is defined within a CEGUI header
- Sun Jul 31, 2011 16:35
- Forum: Help
- Topic: Problem in ceguistring.h while compiling (VS2010)
- Replies: 4
- Views: 3749
Re: Problem in ceguistring.h while compiling (VS2010)
I could imagine that the ceguimin is defined as std::min while min itself is also defined by windef.h as (((a) < (b)) ? (a) : (b)) Try to #define NOMINMAX before you include any header and replace all your usages of "min" and "max" with "std::min" and "std::max&quo...
- Fri Jul 22, 2011 07:08
- Forum: Help
- Topic: [Solved] CEGUI only renders in certain part of an app
- Replies: 6
- Views: 5341
Re: CEGUI only renders in certain parts of an application
I see you're trying to reset the RenderStates manually before calling RenderGUI(), however the list is not complete. Please check my post under http://www.cegui.org.uk/phpBB2/viewtopic.php?f=10&t=5594 for what I did in the ts3overlay project. You also might try the solution mentioned in this thr...
- Wed Jul 20, 2011 04:20
- Forum: Help
- Topic: [Solved] CEGUI only renders in certain part of an app
- Replies: 6
- Views: 5341
Re: CEGUI only renders in certain parts of an application
I could imagine that the D3D9Device (this->m_device) was shut down. Add a check to the present method, if the device changes. If yes, shut down the D3D9Renderer and reinitialize it again.
- Mon Jul 11, 2011 06:37
- Forum: Help
- Topic: [SOLVED]GUI transparency
- Replies: 7
- Views: 4272
Re: GUI transparency
This thread contains the rendering part of the ts3 overlay, which works with nearly(?) all d3d9 games. It stores the rendering state for the underlying application and also sets a senseful default state for the CEGUI. Not the most efficient if you know what the application is doing, but at least it ...