CEGUI 7.1 - changed ogre rendering process clarifications!
Posted: Fri Oct 30, 2009 17:40
Hello,
First of all, thanks alot for the new updates into the CEGUI version, they look great!
However i have a problem with CEGUI updating on an Ogre application with multiple viewports. Ive seen now the rendering hookup into Ogre changed a bit meaning is not using a separate render queue but hooks up into the default rendering queue? Stop me if im wrong. The problem im encountering is related to the way the GUI is updated, now the GUI flickers all the time.
I can see now CEGUI is using frameRenderingQueued of the framelistener it registers to ogre to push its geometry batches to the system (meaning is one frame behind with the rendering all the time). In the older version 0.6 we've been using the RENDER_QUEUE_OVERLAY and could specify whether or not to render after the default ogre geometry in this queue or after.
How is that changed and what one would expect to change to have it working correclty?
First of all, thanks alot for the new updates into the CEGUI version, they look great!
However i have a problem with CEGUI updating on an Ogre application with multiple viewports. Ive seen now the rendering hookup into Ogre changed a bit meaning is not using a separate render queue but hooks up into the default rendering queue? Stop me if im wrong. The problem im encountering is related to the way the GUI is updated, now the GUI flickers all the time.
I can see now CEGUI is using frameRenderingQueued of the framelistener it registers to ogre to push its geometry batches to the system (meaning is one frame behind with the rendering all the time). In the older version 0.6 we've been using the RENDER_QUEUE_OVERLAY and could specify whether or not to render after the default ogre geometry in this queue or after.
How is that changed and what one would expect to change to have it working correclty?