Search found 34 matches
- Mon Jan 17, 2011 13:18
- Forum: Modifications / Integrations / Customisations
- Topic: OpenGLRenderTarget and PROJECTION_MATRIX
- Replies: 3
- Views: 4829
Re: OpenGLRenderTarget and PROJECTION_MATRIX
Yes. But it should be separate function then. void CEGuiOpenGLBaseApplication::setupMatrixes() { glMatrixMode (GL_PROJECTION); glLoadIdentity (); gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 50.0); glMatrixMode(GL_MODELVIEW); } void CEGuiOpenGLBaseApplication::reshape(int w, int h) { glViewpor...
- Tue Jan 04, 2011 19:00
- Forum: CEGUI Library Development Discussion
- Topic: 0.8 rendering changes proposal
- Replies: 6
- Views: 6860
Re: 0.8 rendering changes proposal
And maybe make choice to refuse to support fixed function pipeline and move towards unified shader model!?
But its too early because Mesa supports only OpenGL 2.1
[*]OpenGL12Renderer[/*]
[*]OpenGL41Renderer[/*]
consider this please too
But its too early because Mesa supports only OpenGL 2.1
[*]OpenGL12Renderer[/*]
[*]OpenGL41Renderer[/*]
consider this please too
- Tue Jan 04, 2011 18:18
- Forum: Modifications / Integrations / Customisations
- Topic: OpenGLRenderTarget and PROJECTION_MATRIX
- Replies: 3
- Views: 4829
OpenGLRenderTarget and PROJECTION_MATRIX
First, some code from CEGuiOpenGLBaseApplication.cpp which is in samples/common/src void CEGuiOpenGLBaseApplication::reshape(int w, int h) { glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode (GL_PROJECTION); glLoadIdentity (); gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 50.0); glMatri...
- Tue Jan 04, 2011 18:07
- Forum: Help
- Topic: Question about ingame
- Replies: 4
- Views: 3273
Re: Question about ingame
I do not understand. In game GUI is the same 2D GUI without any changes. Maybe you have problem with ViewProjection matrix setup? What Renderer do you use? Show your CEGUI.log or CE will get mad! Of course we can't help you with arrangement and decoration of your game GUI, because this out of subjec...
- Tue Jan 04, 2011 17:59
- Forum: Help
- Topic: Run-Time Changes to Look&Feel
- Replies: 9
- Views: 6641
Re: Run-Time Changes to Look&Feel
Yea, the meta stuff (abstraction) is always hard and a lot of work. I even believe that there should be a library with classes like Object, Properties (PropertySet), Property with XML serialization and deserialization based on SAX2, so you could just use it, not to write your own.
- Sun Jan 02, 2011 06:56
- Forum: Modifications / Integrations / Customisations
- Topic: Need help with Drag and Drop for Wiki how-to
- Replies: 24
- Views: 25579
Re: Need help with Drag and Drop for Wiki how-to
Draging from toolbar and dropping to workspace window in Lua function handleDragDropped(args) local dragContainer = CEGUI.toDragDropEventArgs(args).dragDropItem; local staticWindow = CEGUI.toDragDropEventArgs(args).window; local clonedWindow = dragContainer:getChildAtIdx(1):clone("root/Workspac...
- Sat Jan 01, 2011 18:29
- Forum: Help
- Topic: Run-Time Changes to Look&Feel
- Replies: 9
- Views: 6641
Re: Run-Time Changes to Look&Feel
Hi. This was talk about saving and loading Layout features, but how about accessing LookNFeel features at runtime? For example, the WindowsLook/Titlebar have ImagerySection named "caption", which has area of TextComponent. Can somebody please show an example code to change that area? I bel...
- Sat Jan 01, 2011 06:48
- Forum: Help
- Topic: [Solved] Help to reuse CEGUI classes
- Replies: 8
- Views: 6017
Re: [Solved] Help to reuse CEGUI classes
I have just made some changes to .pkg files and now all works. ... namespace CEGUI { $pfile "../lib/cegui/cegui/src/ScriptingModules/LuaScriptModule/package/Basic.pkg" } ... ... tolua_throws|CEGUI::Exception,error| Operatorset& create(utf8string filename, utf8string resourcegroup="...
- Thu Dec 30, 2010 08:03
- Forum: Help
- Topic: [Solved] Help to reuse CEGUI classes
- Replies: 8
- Views: 6017
Re: Help to reuse CEGUI classes
I have almost integrated my classes, which are based on CEGUI classes. The last thing I can't implement is the automated interface to Lua. When I create .cpp and .h file using tolua++cegui_Static.exe I need make custom changes to these files. =========================== start of LuaInterface.pkg ===...
- Wed Dec 29, 2010 17:27
- Forum: Help
- Topic: [Solved] "Unable to Locate Component?"
- Replies: 4
- Views: 3127
Re: "Unable to Locate Component?"
The process looking for DLL in following order: 1) in your work directory, which is not always same as path there is your executable 2) windows/system32 3) PATH environment variable You have problem in (1). If you try to run from Visual Studio working directory of a project is set by Project propert...
- Tue Dec 28, 2010 17:36
- Forum: Help
- Topic: Strange boxes - what are they?
- Replies: 3
- Views: 3755
Re: Strange boxes - what are they?
hmm, I have this issue only at work, possibly bug of OpenGL drivers of S3Graphics.
- Tue Dec 28, 2010 14:28
- Forum: Help
- Topic: Strange boxes - what are they?
- Replies: 3
- Views: 3755
Strange boxes - what are they?
If you have LCD it will hard to see, use pipette tool. This is WindowsLook/Static widget: http://img703.imageshack.us/img703/2374/strangesquares.gif <?xml version="1.0" encoding="UTF-8"?> <GUILayout > <Window Type="DefaultWindow" Name="root" > <Property Name=&...
- Tue Dec 28, 2010 13:09
- Forum: Help
- Topic: [Solved] Help to reuse CEGUI classes
- Replies: 8
- Views: 6017
Re: Help to reuse CEGUI classes
Flamebait is compact because my english is poor :) Blender and Blender GUI is written in C. The libraries I and CEGUI use such as FREETYPE, EXPAT, ZLIB, PRCE, LUA, GLEW, GLFW, OpenGL, OpenCL also written in C. Generics are better than templates I think. So you think new C++0x standart is the right d...
- Tue Dec 28, 2010 12:10
- Forum: Help
- Topic: [Solved] Help to reuse CEGUI classes
- Replies: 8
- Views: 6017
Re: Help to reuse CEGUI classes
Yes, maybe circular dependency. No header guard typo, because I even tried Microsoft specific #pragma once. grrrrr: ... // Start of ProcGen namespace section namespace ProcGen { //----------------------------------------------------------------------------// // singleton instance pointer template<> ...
- Tue Dec 28, 2010 11:07
- Forum: Unofficial CEGUI-Related Tools
- Topic: CEGUILayoutEditor won't start
- Replies: 2
- Views: 12273
Re: CEGUILayoutEditor won't start
TextureTarget support is not available errrr, where you have found such an old PC? Even on my office PC with S3Graphics VIA/S3G UniChrome Pro IGP/MMX/SSE integrated adapter i have this: TextureTarget support enabled via WGL_ARB_pbuffer. No glBlendFuncSeparate(EXT) support. I'm sure you just need to...