CEGUI-0.6.2b problem with rotation

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proopa
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CEGUI-0.6.2b problem with rotation

Postby proopa » Fri Jul 09, 2010 06:47

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.

Jamarr
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Re: CEGUI-0.6.2b problem with rotation

Postby Jamarr » Fri Jul 09, 2010 20:31

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
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!

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CrazyEddie
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Re: CEGUI-0.6.2b problem with rotation

Postby CrazyEddie » Mon Jul 12, 2010 09:02

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.

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