The problems are more than we might initially think
The particular issue I identified last night was that alpha test is enabled somewhere by BlitzMax, and was not reset by CEGUI, hence the issue I saw. I have added this state setting to the 'extra' states option on the GL renderer - so to get advantage of that - and other - settings, you have to enable the extra states on the renderer, like this:
Code: Select all
myGLRenderer.enableExtraStateSettings( True )
(obviously to get the alpha test fix you need brucey to update)
I'm working on the test app I spoke of. I have identified that alpha is still affected by the use of rendering surfaces. Again, this is not the issue you demonstrate above - I get no bleed through on the text or anything, the alpha of a window with a texture based rendering surface is definitely lower than it is without the surface, however, in my test, the content has a higher alpha. Some images to demonstrate...
With RTT surface enabled and 0.75 alphaWith RTT surface disabled and 0.75 alphaNotes:
- I borrowed a screen shot from your site for use in my test app, hope that's ok
- This issue is not specific to BlitzMax, it affects CEGUI itself.
With regards to the speed difference in BlitzMax, I still have to write a specific test for that, though alas, I can only work on one thing at a time
As a slight aside, I can't get a CEGUI event handler to work correctly in BlitzMax that responds to key presses (the handler is called, but the scan code or code point retrieved appears to be random garbage). Any pointers on how to do that correctly?
CE.