ceGUI for iPhone/iPod
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- CrazyEddie
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Re: ceGUI for iPhone/iPod
Are you able to dump or otherwise examine the content of the textures? This way we can establish whether the window was drawn to the texture correctly, which then allows us to identify where the issue actually lies (i.e. drawing the window to the texture, or drawing the texture with the window already drawn to the display).
I wonder, do you have movement working or is that waiting for me to do the multi-touch support? If it is working, what happens if you drag the window up and down? If it changes, with a kind of banding effect, this may indicate a viewport direction issue (where the Y axis is upside down, and throws the clipping rect positioning out).
CE.
I wonder, do you have movement working or is that waiting for me to do the multi-touch support? If it is working, what happens if you drag the window up and down? If it changes, with a kind of banding effect, this may indicate a viewport direction issue (where the Y axis is upside down, and throws the clipping rect positioning out).
CE.
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Re: ceGUI for iPhone/iPod
Are you able to dump or otherwise examine the content of the textures?
Can you suggest some Windows OpenGL kit for dumping? I have used only NvPerfKit before.
I wonder, do you have movement working or is that waiting for me to do the multi-touch support?
These screenshots taken from Windows platform (thanks to OpenGL ES WinXP emulator - wrapper around original OpenGL), and yes, i can drag the window and nothing interest happens, it looks same.
Today im going to get run it on iPhone and see what happens.
Re: ceGUI for iPhone/iPod
Damn FreeType2, ugliest thing ever seen. I'd kill in place for such code design. Spent a whole day to get compiled on arm platform.
- CrazyEddie
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Re: ceGUI for iPhone/iPod
Can you suggest some Windows OpenGL kit for dumping? I have used only NvPerfKit before.
Hmmm, I don't really use Windows much for development (only for playing games ). If you want something that's free, there is BuGLe, that has a debugger that can show textures and what have you, though I think you need MinGW and such to build it for Windows.
Did you resize the window at all? Did that show any change?
CE.
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Re: ceGUI for iPhone/iPod
Yes, its resizeble and showing changes.
- CrazyEddie
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Re: ceGUI for iPhone/iPod
Showing changes correctly, or incorrectly?
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Re: ceGUI for iPhone/iPod
Ok, i've ripped some pictures for you.
Diagnosis?
Well, it looks exactly the same but smaller\bigger. Correctly same buggy window =)
Diagnosis?
Showing changes correctly, or incorrectly?
Well, it looks exactly the same but smaller\bigger. Correctly same buggy window =)
Re: ceGUI for iPhone/iPod
Btw, im using OGLE http://ogle.eyebeamresearch.org
A very nice win32 ogl extractor. Ripped in 5 minute.
A very nice win32 ogl extractor. Ripped in 5 minute.
- CrazyEddie
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Re: ceGUI for iPhone/iPod
Diagnosis?
Looks like a clipping / scissor rect issue.
Thanks for the pointer to OGLE, perhaps I'll try it out sometime
CE.
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Re: ceGUI for iPhone/iPod
Looks like a clipping / scissor rect issue.
10 points =)
Commenting glScissor in Geom buffer draw fixes the problem.
- CrazyEddie
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Re: ceGUI for iPhone/iPod
Though presumably you then lose window clipping?
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Re: ceGUI for iPhone/iPod
i've found that you dont restore FBO binding like texture binding, you just drop it to zero. iPhone for example never uses Frame Buffer directly, it always uses FBO number 1, and then copy it in framebuffer. I believe someone might use FBO for postprocess or something and that could lead to confuse (like i have got). There is GL_FRAMEBUFFER_BINDING value for glGetIntegerv to retrive binded FBO.
PS Check PM
PS Check PM
- CrazyEddie
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Re: ceGUI for iPhone/iPod
This is something I actually pondered a few times; in my heart of hearts, I knew that restoring the FBO binding to 0 was not technically correct, though hoped I might get away with it - and I would have if it wasn't for those pesky kids
Thanks
CE.
Thanks
CE.
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Re: ceGUI for iPhone/iPod
Hi,
Have you finished the pvr codec? Because i want to start with an implementation if its not done and hope it will get into cegui trunk. But if you have something it would be nice when you share it
Have you finished the pvr codec? Because i want to start with an implementation if its not done and hope it will get into cegui trunk. But if you have something it would be nice when you share it
- CrazyEddie
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Re: ceGUI for iPhone/iPod
Hi,
Both the OpenGL ES renderer and PVR image codec are in current SVN trunk (the pvr coedc is at cegui/src/ImageCodecModules/PVRImageCodec). However, the supporting build systems and some other minor build related tweaks are still missing at the present time - this is something that we need to get to, though at the moment I have been focussing on other areas to the neglect of all thinks in trunk.
CE.
Both the OpenGL ES renderer and PVR image codec are in current SVN trunk (the pvr coedc is at cegui/src/ImageCodecModules/PVRImageCodec). However, the supporting build systems and some other minor build related tweaks are still missing at the present time - this is something that we need to get to, though at the moment I have been focussing on other areas to the neglect of all thinks in trunk.
CE.
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