cegui and ogre conflict?

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JohnBoyMan
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Just popping in
Posts: 16
Joined: Thu Aug 25, 2011 21:51

cegui and ogre conflict?

Postby JohnBoyMan » 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.


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.

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Mikademus
CEGUI MVP
CEGUI MVP
Posts: 130
Joined: Wed Mar 18, 2009 19:14

Re: cegui and ogre conflict?

Postby Mikademus » Sun Oct 09, 2011 14:58

Have you tested if it is really a CEGUI or an OGRE thing? Map the action to a keyboard key and see if the pause is still there. If it isn't it is likely an OGRE issue.

Also, it is easier for us to help you if you attach the top section with version information etc of the GEGUI log file.


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