cegui and ogre conflict?
Posted: Fri Oct 07, 2011 10:10
Hello. I have had this problem for a while now but payed no attention to it until now, its getting bad. In my game i have a cegui menu. I click cegui buttons to build entitys and put them on the screen. The problem is that there's this kinda pause in the frames, right when something is built. I especially see it when i'm moving the camera with the keyboard.
I put code like this into cegui's subscribedevent.
My cegui subscribe event looks like this.
It's sooo fricken annoying. I'm either gunna figure this out or have to switch to some other gui. Thanks for any adivce.
I put code like this into cegui's subscribedevent.
Code: Select all
char re[40];
sprintf( re, "wall%d", mCount13++ );
wallEnt[k] = mSceneMgr->createEntity( re, "wall2.mesh" );
wall1[k] = mSceneMgr->getRootSceneNode()->createChildSceneNode();
wall1[k]->setScale(0.3,0.3,0.3);
wall1[k]->attachObject(wallEnt[k]);
My cegui subscribe event looks like this.
Code: Select all
qu->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber(&BasicTutorial7::loader6, this));
that node build code is in the BasicTutorial7::loader6 function.
It works but with a wierd pause. I cannot stand it. Thanks for any tips
It's sooo fricken annoying. I'm either gunna figure this out or have to switch to some other gui. Thanks for any adivce.