Hi all,
I am using Delta3D version 2.3.0. the supported version of CEGUI is 0.6.2b.
In that CEGUI::Window there is no rotation property. rotation is supported in CEGUI version 0.7.1. so i would like to add rotation to the CEGUI version 0.6.2b. Can anybody help me what are the things should be added.
Thanks in advance.
CEGUI-0.6.2b problem with rotation
Moderators: CEGUI MVP, CEGUI Team
Re: CEGUI-0.6.2b problem with rotation
You can view the source for v0.7.1 and see exactly how CE designed the rotation effect, and what changes where needed to implement it. I am assuming they render the window to a texture, and then rotate the texture. So if you want to use this approach in v0.6, you just need to render your window to a texture (easily googled) and then render then rotate the texture before rendering it.
There is also an animation library, UIAE, updated for CEGUI v0.6, which you can find more on here: viewtopic.php?p=19601#p19601
There is also an animation library, UIAE, updated for CEGUI v0.6, which you can find more on here: viewtopic.php?p=19601#p19601
If somebody helps you by replying to your thread, upvote him/her as a thanks! Make sure to include your CEGUI.log and everything you tried when posting! And remember that we are not magicians!
- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
Re: CEGUI-0.6.2b problem with rotation
Yeah, rotation is done using techniques that render to texture. Also, hit detection is done by unprojecting points for rotated windows. This is done per RenderingWindow, and so you can have compound rotations, as shown in the early rotation video.
The full 0.7.x rotation support is not trivial to retro fit into the 0.6.x code base. I imagine that some form of rotation can be achieved by manually handling all the details, though it's quite a challenge unless you're confident about such things - or to put it another way, we had to redesign and rewrite the entire rendering back end to support rotation in the core system, doing it other ways, while possible, would be equally as much work. It would almost certainly be easier to port to the new renderer model.
CE.
The full 0.7.x rotation support is not trivial to retro fit into the 0.6.x code base. I imagine that some form of rotation can be achieved by manually handling all the details, though it's quite a challenge unless you're confident about such things - or to put it another way, we had to redesign and rewrite the entire rendering back end to support rotation in the core system, doing it other ways, while possible, would be equally as much work. It would almost certainly be easier to port to the new renderer model.
CE.
Useful Links: Forum Guidelines | Documentation | Tutorials | HOWTO | Videos | Donate to CEGUI | CEGUI Twitter
Return to “Modifications / Integrations / Customisations”
Who is online
Users browsing this forum: No registered users and 6 guests