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?
CEGUI 7.1 - changed ogre rendering process clarifications!
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Re: CEGUI 7.1 - changed ogre rendering process clarifications!
Hi,
As I understand it, the rendering is not one frame behind, it's triggered after other rendering for the frame is done (but before the final 'flip').
With regards to the flickering, I'm aware this under one circumstance only, where the RTT technique employed is Copy (as opposed to pBuffer or FBO). Which render system are you using with Ogre? Because I do not test with D3D, so perhaps there are differences there, also? If it is the 'Copy' issue, I intend to address this in a later point release.
CE.
As I understand it, the rendering is not one frame behind, it's triggered after other rendering for the frame is done (but before the final 'flip').
With regards to the flickering, I'm aware this under one circumstance only, where the RTT technique employed is Copy (as opposed to pBuffer or FBO). Which render system are you using with Ogre? Because I do not test with D3D, so perhaps there are differences there, also? If it is the 'Copy' issue, I intend to address this in a later point release.
CE.
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