Search found 18 matches
- 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.
- 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...
- 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...
- 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.
- 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...
- 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
Thanks again, now it works.
Thanks again, now it works.
- 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 ...
- 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 ...
- 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
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
- Fri Jul 30, 2004 10:33
- 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)
Great news: Thank you very much!
- 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
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).
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).
- 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.
- 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...
- 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
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
- 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...