hello
i would like to know if at the end there is some screenshot of a cegui window rendered through openGl es on iphone?
(if possible of course)
thanks
ceGUI for iPhone/iPod
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Re: ceGUI for iPhone/iPod
I swear iv seen one
- CrazyEddie
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Re: ceGUI for iPhone/iPod
Was that actually done on the iPhone (or it's emulator) then? I thought it was another kind of emulator you used?
CE.
CE.
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Re: ceGUI for iPhone/iPod
iPhone 3GS device. After day or two of brain f*ck with TrueType.
- CrazyEddie
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- Joined: Wed Jan 12, 2005 12:06
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Re: ceGUI for iPhone/iPod
Ah, right cool. So it is actually possible to build CEGUI for iPhone, albeit with a bit of hassle as far as dependencies are concerned. This is good to hear.
CE.
CE.
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Re: ceGUI for iPhone/iPod
Got problem here,
i wasnt updated for a long time and after update i got following image:
At startup window is invisible, so i thought i was OpenGLES renderer issue, but when i resized window it appeared partially.
PS. This is glScissor clipping issue again.
PPS There is a bug in glScissor. It accepts left, bottom, right, top rectangle value instead of left, bottom, width, height. Dont know its an emulator bug or OpenGLES itself.
i wasnt updated for a long time and after update i got following image:
At startup window is invisible, so i thought i was OpenGLES renderer issue, but when i resized window it appeared partially.
Code: Select all
WindowManager& winMgr = WindowManager::getSingleton();
DefaultWindow* root = (DefaultWindow*)winMgr.createWindow("DefaultWindow", "Root");
System::getSingleton().setGUISheet(root);
FrameWindow* wnd = (FrameWindow*)winMgr.createWindow("TaharezLook/FrameWindow", "Demo Window");
root->addChildWindow(wnd);
wnd->setPosition(UVector2(cegui_reldim(0.0f), cegui_reldim( 0.25f)));
wnd->setSize(UVector2(cegui_reldim(1.0f), cegui_reldim( 0.5f)));
wnd->setMaxSize(UVector2(cegui_reldim(1.0f), cegui_reldim(1.0f)));
wnd->setMinSize(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
wnd->setText("Hello World!");
PS. This is glScissor clipping issue again.
PPS There is a bug in glScissor. It accepts left, bottom, right, top rectangle value instead of left, bottom, width, height. Dont know its an emulator bug or OpenGLES itself.
Re: ceGUI for iPhone/iPod
CEGUIDynamicModule.h wont compile without including:
before
CEGUIDynamicModule.h 55:
Code: Select all
# include <CoreFoundation/CFBundle.h>
before
CEGUIDynamicModule.h 55:
Code: Select all
# define DYNLIB_HANDLE CFBundleRef
- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
Re: ceGUI for iPhone/iPod
Thanks for the heads up. I need to get around to testing with Xcode, previously I only tested on Windows.
With regards to the header issue, which is the file that is including that CEGUIDynamicModule.h header then? The missing CFBundle.h header should go in the source file really or perhaps in the file(s) in macPlugins.cpp/.h file(s) (or maybe the conditional is incorrect in there, since I notice that's not how we're doing it elsewhere).
CE.
With regards to the header issue, which is the file that is including that CEGUIDynamicModule.h header then? The missing CFBundle.h header should go in the source file really or perhaps in the file(s) in macPlugins.cpp/.h file(s) (or maybe the conditional is incorrect in there, since I notice that's not how we're doing it elsewhere).
CE.
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Re: ceGUI for iPhone/iPod
which is the file that is including that CEGUIDynamicModule.h header then?
The first one i tried to compile CEGUIOpenGLESRenderer.cpp somehow got CEGUIDynamicModule.h. Havent tracked how and where it was included exactly. Just fixed the problem and this is it.
CEGUI_STATIC option used.
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