Search found 18 matches

by Injector
Thu Jan 27, 2005 13:17
Forum: Modifications / Integrations / Customisations
Topic: rendering problems with ogre and cegui
Replies: 13
Views: 9290

Re: rendering problems with ogre and cegui

Just wanted to state that I have got the same problems (for quite a while), but it only happens on ATI cards (tested with 9200, 9700 Pro and Mobility 9700), the nVidia ones I tested with (5900XT, 6600GT) work fine, so I also think that this is a driver issue.
by Injector
Thu Jan 27, 2005 11:08
Forum: Modifications / Integrations / Customisations
Topic: CEGUI memory usage
Replies: 1
Views: 2046

CEGUI memory usage

First things first: This GUI system rocks *hard*! I am a little bit concerned about memory usage though. In my app, creating a StaticText element chews up ~1MB :shock: If I initialize the system with 5 fonts defined within the gui scheme file, memory usage goes from ~16MB before GUI initialization t...
by Injector
Mon Oct 18, 2004 07:44
Forum: Offtopic Discussion
Topic: More Infos about Beta-1 Please
Replies: 18
Views: 13337

More Infos about Beta-1 Please

I hope this won't be considered as thread hijacking, but I thought it would be better than starting a new thread (since my question plays well with the subject line :) ) Just out of curiousity: What were the reasons to implement the event system anew and going away from boost::signal/bind? Are there...
by Injector
Fri Oct 15, 2004 06:27
Forum: Modifications / Integrations / Customisations
Topic: MouseEventArgs::sysKeys
Replies: 3
Views: 3104

MouseEventArgs::sysKeys

Yes, only the move. Events generated from button presses/clicks/releases work ok.
by Injector
Thu Oct 14, 2004 15:20
Forum: Modifications / Integrations / Customisations
Topic: MouseEventArgs::sysKeys
Replies: 3
Views: 3104

MouseEventArgs::sysKeys

Maybe (Probably) the mistake is on my side (again), but I cannot get any meaningful information from this bit mask. I tried it like that: if(event.sysKeys & CEGUI::Shift) { // do sth. because shift was down when the mouse event was fired } but it does not work (the if statement...
by Injector
Mon Sep 27, 2004 13:56
Forum: Modifications / Integrations / Customisations
Topic: Make CEGUI elements render *over* (on top of) Ogre overlays
Replies: 2
Views: 4230

Make CEGUI elements render *over* (on top of) Ogre overlays

Sometimes life can be so easy :D

Thanks again, now it works.
by Injector
Mon Sep 27, 2004 12:44
Forum: Modifications / Integrations / Customisations
Topic: Make CEGUI elements render *over* (on top of) Ogre overlays
Replies: 2
Views: 4230

Make CEGUI elements render *over* (on top of) Ogre overlays

Hello again, This is one of those "render-to-texture" questions... :roll: I have got a single Ogre overlay covering the whole screen (a panel) which simply displays a texture I rendered the scene into. For the final output on the screen, I want CEGUI elements to render on top of this quad ...
by Injector
Wed Aug 04, 2004 15:47
Forum: Modifications / Integrations / Customisations
Topic: Chat box
Replies: 7
Views: 4652

Chat box

Possibly your best bet is to use the Listbox for displaying the chat history That's what I am doing and it works perfect!. Nice thing is that you can set every text line (i.e. listbox entry) to have a different text color, very handy for a console system (errors display red, warnings orange, infos ...
by Injector
Fri Jul 30, 2004 14:52
Forum: Modifications / Integrations / Customisations
Topic: outlined fonts / (un-)antialiased fonts
Replies: 3
Views: 3435

outlined fonts / (un-)antialiased fonts

Once again: Thank you very much.

Personally I just think that anti-aliasing only looks good when the font is rendered in a reasonable size. Small fonts (say for a console system/command shell) look better unantialiased, imho.

Injector
by Injector
Wed Jul 28, 2004 14:01
Forum: Modifications / Integrations / Customisations
Topic: GUI elements not rendering over the topmost line (Ogre)
Replies: 8
Views: 5786

GUI elements not rendering over the topmost line (Ogre)

True, OpenGL is fine. Sorry, I could have checked that myself :oops:

Anyway, as a temporary fix I cannot switch to GL because stencil shadows only work in DX9 for me (in GL they seem to be not manifold, so I get the well-know artefacts, although my artist tells me that they are closed).
by Injector
Wed Jul 28, 2004 10:52
Forum: Modifications / Integrations / Customisations
Topic: GUI elements not rendering over the topmost line (Ogre)
Replies: 8
Views: 5786

GUI elements not rendering over the topmost line (Ogre)

Does it also do it on the leftmost edge?


No, left, right and bottom edges are fine.

Okay, I'll check it out and see what's going on.


Thanks.
by Injector
Wed Jul 28, 2004 10:12
Forum: Modifications / Integrations / Customisations
Topic: GUI elements not rendering over the topmost line (Ogre)
Replies: 8
Views: 5786

GUI elements not rendering over the topmost line (Ogre)

I've noticed another slight problem (it can also be a problem related to Ogre): GUI elements do not render over the very first (topmost) line of the frame buffer. I noticed it when I tried to add "cinematic bars" at the top and the bottom of the screen for cutscenes. The topmost line of th...
by Injector
Tue Jul 27, 2004 08:59
Forum: Modifications / Integrations / Customisations
Topic: outlined fonts / (un-)antialiased fonts
Replies: 3
Views: 3435

outlined fonts / (un-)antialiased fonts

Hello everybody,

is it possible to automatically apply an outline to rendered font glyphs? If so, how?
Also, (how) can I tell freetype/CEGUI that I want certain fonts not to be antialiased?

Any help greatly appreciated.

Injector
by Injector
Tue Jul 20, 2004 11:05
Forum: Modifications / Integrations / Customisations
Topic: GUI disappearing when using alpha blending
Replies: 9
Views: 5972

GUI disappearing when using alpha blending

The fix indeed fixed the issue in the little demo I supplied, thanks for this. Unfortunately, in my 'real' application, the problem was still there and here is why: I use vertex/fragment programs. So without thinking about it too much I added the following two lines to the OgreRenderer::initRenderSt...

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