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		<id>http://cegui.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ident</id>
		<title>CEGUI Wiki - Crazy Eddie's GUI System (Open Source) - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://cegui.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ident"/>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/Special:Contributions/Ident"/>
		<updated>2026-04-11T23:43:48Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.24.1</generator>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5810</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5810"/>
				<updated>2021-05-23T23:21:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Main&lt;br /&gt;
** http://www.cegui.org.uk/wiki | Home&lt;br /&gt;
** http://www.cegui.org.uk/download | Releases&lt;br /&gt;
** http://www.cegui.org.uk/news | News&lt;br /&gt;
** https://github.com/cegui | Repository&lt;br /&gt;
** recentchanges-url | Recent Changes&lt;br /&gt;
&lt;br /&gt;
* Community&lt;br /&gt;
** http://www.cegui.org.uk/phpBB2/index.php | Forum&lt;br /&gt;
** https://twitter.com/ceguilib | Twitter&lt;br /&gt;
**  https://discord.gg/NJ3fgsw | Discord&lt;br /&gt;
&lt;br /&gt;
* Documentation&lt;br /&gt;
** http://static.cegui.org.uk/docs/ | Official documentation&lt;br /&gt;
** Category:Tutorials |Tutorials&lt;br /&gt;
** Category:HowTo |HowTo&lt;br /&gt;
** Category:Manuals |Manuals&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5807</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5807"/>
				<updated>2019-08-30T18:25:33Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Main&lt;br /&gt;
** http://www.cegui.org.uk/wiki | Home&lt;br /&gt;
** http://www.cegui.org.uk/download | Releases&lt;br /&gt;
** http://www.cegui.org.uk/news | News&lt;br /&gt;
** https://bitbucket.org/cegui/ | Repository&lt;br /&gt;
** recentchanges-url | Recent Changes&lt;br /&gt;
&lt;br /&gt;
* Community&lt;br /&gt;
** http://www.cegui.org.uk/phpBB2/index.php | Forum&lt;br /&gt;
** https://twitter.com/ceguilib | Twitter&lt;br /&gt;
**  https://discord.gg/NJ3fgsw | Discord&lt;br /&gt;
&lt;br /&gt;
* Documentation&lt;br /&gt;
** http://static.cegui.org.uk/docs/ | Official documentation&lt;br /&gt;
** Category:Tutorials |Tutorials&lt;br /&gt;
** Category:HowTo |HowTo&lt;br /&gt;
** Category:Manuals |Manuals&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=MediaWiki:SideBar&amp;diff=5806</id>
		<title>MediaWiki:SideBar</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=MediaWiki:SideBar&amp;diff=5806"/>
				<updated>2019-08-30T18:25:01Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Main Menu&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** news|News&lt;br /&gt;
** downloads |Downloads&lt;br /&gt;
** http://www.cegui.org.uk/gallery/index.php |Screenshots&lt;br /&gt;
** main_links |Web Links&lt;br /&gt;
** recentchanges-url|Recent Changes&lt;br /&gt;
* Community&lt;br /&gt;
** http://www.cegui.org.uk/phpBB2/index.php |Forums&lt;br /&gt;
** http://www.cegui.org.uk/mantis/index.php |Mantis Tracker&lt;br /&gt;
**  https://discord.gg/NJ3fgsw |CEGUI on Discord&lt;br /&gt;
** http://skins.cegui.org.uk |Skins&lt;br /&gt;
** http://sourceforge.net/projects/crayzedsgui/ |Sourceforge Project&lt;br /&gt;
** sitesupport-url|sitesupport&lt;br /&gt;
* Documentation&lt;br /&gt;
** http://www.cegui.org.uk/docs/current |Main Docs&lt;br /&gt;
** Tutorials |Tutorials&lt;br /&gt;
** FAQ |FAQ&lt;br /&gt;
** http://www.cegui.org.uk/mantis/roadmap_page.php?project_id=0 |Development Roadmap&lt;br /&gt;
** https://bitbucket.org/cegui/ |Browse Mercurial&lt;br /&gt;
** helppage|help&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Developer_Team&amp;diff=5803</id>
		<title>Developer Team</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Developer_Team&amp;diff=5803"/>
				<updated>2019-03-10T19:22:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Something about the team should go here&lt;br /&gt;
&lt;br /&gt;
* [[User:Crazyeddie]] - project lead, project creator, programmer, wizard in his spare time&lt;br /&gt;
* [[User:Kulik]] - programmer (focus on all parts of CEGUI, especially the CEGUI Animation features, Unix support), CEED creator, GSoC mentor&lt;br /&gt;
* [[User:Ident]] (Lukas Meindl) - programmer (focus on the Renderers for OpenGL, OpenGL 3.2+ Core Profile, Direct3D11 and Ogre Renderer, as well as the CEED Look n' Feel Editor, Windows/Visual Studio support, the ColourPicker widget), also reviews mustard in his spare time&lt;br /&gt;
* [[User:Timotei]] - programmer (focus on the non-focus, new input system, new model-view widgets, SDK builder)&lt;br /&gt;
* [[User:YaronCT]] (Yaron Cohen-Tal) - programmer.&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Projects_Using_CEGUI&amp;diff=5802</id>
		<title>Projects Using CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Projects_Using_CEGUI&amp;diff=5802"/>
				<updated>2018-11-04T16:23:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This page lists finished projects which make use of the CEGUI library. The intros are mostly quoted from the original locations.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
=== Open source ===&lt;br /&gt;
* [http://wiki.worldforge.org/wiki/Ember Ember] A GPL 3d client for the Worldforge system&lt;br /&gt;
* [http://www.ryzom.com/ Ryzom] MMORPG that recently got released under AGPL (including all art!)&lt;br /&gt;
* [http://www.secretmaryo.org/ Secret Maryo Chronicles] A GPL 2D platform game using SDL and OpenGL.&lt;br /&gt;
* [http://www.sumwars.org/ Summoning Wars] open source role-playing game, featuring both a single-player and a multiplayer mode for about 2 to 8 players&lt;br /&gt;
* [http://www.orxonox.net/ Orxonox] open source spacecraft shooter that plays in the post-apocalyptic world of our future&lt;br /&gt;
* [http://opengamestudio.org/ OGS Mahjong] is a simple mahjong solitaire game with nice 3D graphics and relaxing soundtrack&lt;br /&gt;
* [http://sourceforge.net/projects/opendungeons/ Open Dungeons] OpenDungeons is an open source game based on the Dungeon Keeper series of games with a different story and new creatures.&lt;br /&gt;
* [http://tnlgame.net/ Thunder&amp;amp;Lightning] An Open Source Futuristic Action Flight Simulator Game Inspired By Carrier Command&lt;br /&gt;
&lt;br /&gt;
=== Proprietary ===&lt;br /&gt;
* [https://store.steampowered.com/app/788630/Gaia_Beyond/ Gaia Beyond] A handcrafted 2D Action-RPG, an exploration mix built around the core features fighting, mining and trading.&lt;br /&gt;
* [http://store.steampowered.com/app/496460 Life is Feudal: Forest Village] A medieval strategy city-builder game&lt;br /&gt;
* [https://www.kickstarter.com/projects/nerdkingdom/tug-1/posts TUG] TUG is a multiplayer open-world sandbox-RPG using new technology and social sciences to directly involve players in the game�s design.&lt;br /&gt;
* [http://www.torchlightgame.com/ Torchlight] An action role-playing game by [http://www.runicgames.com/ Runic Games]&lt;br /&gt;
* [http://www.salvationprophecy.com/ Salvation Prophecy] A military space epic. Human, mutant, and robotic factions are at war for galactic domination.&lt;br /&gt;
* [http://www.ankh-game.com/ Ankh 3] A commercial adventure point and click game.&lt;br /&gt;
* [http://www.jack-keane-game.de/ Jack Keane] A commercial adventure point and click game.&lt;br /&gt;
* [http://www.shipsim.com/products/shipsimulatorextremes Ship Simulator Extremes] A commercial hardcore simulator game by [http://www.vstep.nl/ VSTEP]&lt;br /&gt;
* [http://www.dawntide.net/ Dawntide] Open-ended sandbox MMORPG by [http://www.waisoft.com/ WAISOFT]&lt;br /&gt;
* [http://www.venetica-game.com/ Venetica] Fantasy themed adventure game.&lt;br /&gt;
* [http://www.matrixgames.com/products/374/details/Operation.Barbarossa.-.The.Struggle.for.Russia/ Operation Barbarossa - The Struggle for Russia] A commercial turnbased strategy game&lt;br /&gt;
* [http://global.lunia.com/ Lunia] MMORPG featuring anime characters.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/The_Book_of_Unwritten_Tales The Book of Unwritten Tales] 3D adventure game by HMH Interactive&lt;br /&gt;
* [http://voiddestroyer.com/ Void Destroyer] An independent (self funded) space combat simulator with real time strategy elements.&lt;br /&gt;
* [http://www.lifeon.pl/ LifeON] A MMO Virtual Worlds 3D Game using Ogre and CEGUI&lt;br /&gt;
* [http://www.worldofbattles.com/ World of battles] Free Online MMORTS&lt;br /&gt;
* [http://edeneternal.aeriagames.com/ Eden Eternal] A free Anime MMORPG Game from Aeria Games&lt;br /&gt;
* [http://www.snakeworldsgame.com/ Snakeworlds - Spherical 3D snake game] The game classic on spheres / globes.&lt;br /&gt;
* [http://www.wiraingames.com/ Interstellar defense troops] Tower defense style game in space by Winter rain games&lt;br /&gt;
* [http://www.ivan.org.es/showcase/gameview.php?id=2 Photopolys] A challenge for your mind in which you must compose puzzles based on your own photos.&lt;br /&gt;
* [http://www.dancingdots-studio.com/ Ride!] An equestrian simulation by Dancing Dots.&lt;br /&gt;
* [http://www.moonpod.com/English/about_pirateprincess.php/ Pirate Princess] Semi-casual word game based adventure in a pirate setting.&lt;br /&gt;
* [http://www.zeroballistics.com/game_info.php?um=1&amp;amp;lm=1 Zero Ballistics] a unique blend of multiplayer first person shooter and tank combat game&lt;br /&gt;
* [http://store.steampowered.com/app/46520 Wasteland Angel]&lt;br /&gt;
* [http://store.steampowered.com/app/49330/ Pirates of Black Cove]&lt;br /&gt;
&lt;br /&gt;
=== Educational ===&lt;br /&gt;
* [http://citycardriving.com/ City Car Driving] is designed to help users feel the car driving in ? big city or in a country&lt;br /&gt;
* [https://www.cs.utexas.edu/~theshark/courses/cs354r/lectures/cs354r-21.pdf 2015 Lecture notes including CEGUI] - CEGUI was introduced in lecture notes of 2015: University of Texas at Austin CS 354R – Game Technology - S. Abraham&lt;br /&gt;
&lt;br /&gt;
=== Addons ===&lt;br /&gt;
* [http://www.mtasa.com/ Multi Theft Auto: SA] Third party mod for GTA3: San Andreas providing multiplayer&lt;br /&gt;
* [http://www.iv-multiplayer.com/ IV:M] Third party mod for GTA4 providing multiplayer&lt;br /&gt;
&lt;br /&gt;
=== Defunct? ===&lt;br /&gt;
* [http://www.cubecombat.net/ Cube Combat] 3D Bomberman like game, supporting up to 4 player through lan or internet.&lt;br /&gt;
* [http://www.opengate.ontheserver.de OpenGate] Opengate is an open source remake of the game Jumpgate©&lt;br /&gt;
* [http://www.smootsy.com/ Smootsy] A MMO Social Network 3D Game using Ogre&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
* [http://www.psychosynth.com PsychoSynth] aims to create an interactive modular soft-synth inspired by the ideas of the Reactable.&lt;br /&gt;
* [http://www.navit-project.org/ NAVIT] is a car navigation system with routing engine.&lt;br /&gt;
* [http://mmix.me/ MMiX.Me] 3D Media Player for Microsoft Windows.&lt;br /&gt;
* [http://www.nightshadesoftware.org Nightshade] Nightshade is simulation and visualization software for teaching and exploring astronomy, Earth science, and related topics. Download this incredible software for free.&lt;br /&gt;
&lt;br /&gt;
== Engines and frameworks ==&lt;br /&gt;
=== The Delta3D Open Source Game Engine ===&lt;br /&gt;
The Delta3D Game Engine integrates the functionality of CEGUI, allowing users to have robust user interfaces active in their applications. The Delta3D Game Engine was an early adopter of the CEGUI technology and has contributed to its development over the years.&lt;br /&gt;
&lt;br /&gt;
For more information, see [http://delta3d.org http://delta3d.org].&lt;br /&gt;
&lt;br /&gt;
=== Reality factory ===&lt;br /&gt;
Reality Factory is a program that, in conjunction with other tools, allows you to create first- and third- person perspective games - without programming!&lt;br /&gt;
&lt;br /&gt;
CEGUI is used in version 2.0 and upwards.&lt;br /&gt;
More at [http://www.realityfactory.info http://www.realityfactory.info] and [http://realityfactory2.sourceforge.net/ http://realityfactory2.sourceforge.net/]&lt;br /&gt;
&lt;br /&gt;
== Game related tools ==&lt;br /&gt;
=== TeamSpeak 3 overlay ===&lt;br /&gt;
TeamSpeak 3 overlay is an injection engine that displays TeamSpeak activities (e.g. when people are talking) while in-game.&lt;br /&gt;
&lt;br /&gt;
For more information, check [http://ts3overlay.r-dev.de ts3overlay.r-dev.de]&lt;br /&gt;
&lt;br /&gt;
=== OGRE particle editor ===&lt;br /&gt;
&amp;quot;The OGRE Particle Editor is a real-time visual particle system editor. It is a tool that provides the ability to rapidly create OGRE particle system templates that can be used in any OGRE driven application. The effects are stored and loaded as templates via standard OGRE particle scripts (*.particle).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It can be downloaded [http://www.ogre3d.org/index.php?option=com_remository&amp;amp;Itemid=74&amp;amp;func=fileinfo&amp;amp;filecatid=35&amp;amp;parent=category here]. &lt;br /&gt;
&lt;br /&gt;
And the manual can be found [http://www.game-cat.com/ogre/pe/docs/ here].&lt;br /&gt;
&lt;br /&gt;
=== Nimble 3D ===&lt;br /&gt;
Nimble is WMI's second realtime visualization product. Based on advanced physics models, Nimble follows in its predecessor's footsteps and delivers another first in simulation graphics- truly photorealistic 3D clouds, completely in realtime&lt;br /&gt;
&lt;br /&gt;
For more information, see [http://www.windwardmark.net/products.php?page=nimble&amp;amp;sub=technology| windwardmark.net]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5801</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5801"/>
				<updated>2017-05-02T22:01:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== CEGUI General ===&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
* CEGUI default: rename isActive() to isInFocus() or similar to be more meaningful? http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=7162&lt;br /&gt;
&lt;br /&gt;
=== Opengl Renderers === &lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
=== Renderers === &lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
=== SVG === &lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
=== SampleBrowser === &lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different facades. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
=== CEGUI docu === &lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SVG Tessellator tests === &lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
=== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs === &lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app === &lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;br /&gt;
&lt;br /&gt;
=== Image / Font autoscaling should be GUIContext-specific ===&lt;br /&gt;
As brought up by Naros on #cegui, currently System has a notifyDisplaySizeChanged function, which makes no sense, as we have been supporting multiple concurrent GUIContexts at a time. The function propagates the notification to FontManager and ImageManager which use it for autoscaling. While it makes sense to share the image and font definitions, it doesnt make sense to share the final scale result between guicontexts. So these should be stored for each font and image separately per GUIContexts. To be specific, that would be the d_scaledSize and d_scaledOffset for each. The function itself should be removed. --&amp;gt; all of this has to go into default branch. A ticket has to be created for this yet on bitbucket.&lt;br /&gt;
&lt;br /&gt;
= FINISHED =&lt;br /&gt;
&lt;br /&gt;
=== Add tooltips to some demo === &lt;br /&gt;
&amp;lt;strike&amp;gt;It is currently not covered anywhere. Or is it( need to check!)?&amp;lt;/strike&amp;gt;&lt;br /&gt;
Added to the look n' feel demo (and fixed some bugs with inherited tooltips that I noticed ;) )&lt;br /&gt;
&lt;br /&gt;
=== Glyph rendering and Freetype Font rework ===&lt;br /&gt;
* Fixed: Glyph atlas creation algorithm completely overworked and simplified and made more efficient&lt;br /&gt;
* Fixed: Kerning and raqm support added&lt;br /&gt;
* Won't fix: Glyph atlas is RGBA despite being single-channel, but turning it to single channel requires shader changes and makes renderer support difficult...&lt;br /&gt;
* Won't fix: We don't support LCD subpixel rendering, as it depends too much on hardware and single channel is good enough&lt;br /&gt;
* Won't fix: Won't support subpixel positiong because small Font sizes can get blurrier than normal if moved to a subpixel position, unfortunately, and small Fonts are the main reason to do this..&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5800</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5800"/>
				<updated>2017-01-28T12:35:57Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* SampleBrowser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== CEGUI General ===&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
* CEGUI default: rename isActive() to isInFocus() or similar to be more meaningful? http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=7162&lt;br /&gt;
&lt;br /&gt;
=== Opengl Renderers === &lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
=== Renderers === &lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
=== SVG === &lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
=== SampleBrowser === &lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different facades. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
=== CEGUI docu === &lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SVG Tessellator tests === &lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
=== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs === &lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app === &lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= FINISHED =&lt;br /&gt;
&lt;br /&gt;
=== Add tooltips to some demo === &lt;br /&gt;
&amp;lt;strike&amp;gt;It is currently not covered anywhere. Or is it( need to check!)?&amp;lt;/strike&amp;gt;&lt;br /&gt;
Added to the look n' feel demo (and fixed some bugs with inherited tooltips that I noticed ;) )&lt;br /&gt;
&lt;br /&gt;
=== Glyph rendering and Freetype Font rework ===&lt;br /&gt;
* Fixed: Glyph atlas creation algorithm completely overworked and simplified and made more efficient&lt;br /&gt;
* Fixed: Kerning and raqm support added&lt;br /&gt;
* Won't fix: Glyph atlas is RGBA despite being single-channel, but turning it to single channel requires shader changes and makes renderer support difficult...&lt;br /&gt;
* Won't fix: We don't support LCD subpixel rendering, as it depends too much on hardware and single channel is good enough&lt;br /&gt;
* Won't fix: Won't support subpixel positiong because small Font sizes can get blurrier than normal if moved to a subpixel position, unfortunately, and small Fonts are the main reason to do this..&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5799</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5799"/>
				<updated>2017-01-28T12:24:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== CEGUI General ===&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
* CEGUI default: rename isActive() to isInFocus() or similar to be more meaningful? http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=7162&lt;br /&gt;
&lt;br /&gt;
=== Opengl Renderers === &lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
=== Renderers === &lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
=== SVG === &lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
=== SampleBrowser === &lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different facets. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
=== CEGUI docu === &lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SVG Tessellator tests === &lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
=== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs === &lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app === &lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= FINISHED =&lt;br /&gt;
&lt;br /&gt;
=== Add tooltips to some demo === &lt;br /&gt;
&amp;lt;strike&amp;gt;It is currently not covered anywhere. Or is it( need to check!)?&amp;lt;/strike&amp;gt;&lt;br /&gt;
Added to the look n' feel demo (and fixed some bugs with inherited tooltips that I noticed ;) )&lt;br /&gt;
&lt;br /&gt;
=== Glyph rendering and Freetype Font rework ===&lt;br /&gt;
* Fixed: Glyph atlas creation algorithm completely overworked and simplified and made more efficient&lt;br /&gt;
* Fixed: Kerning and raqm support added&lt;br /&gt;
* Won't fix: Glyph atlas is RGBA despite being single-channel, but turning it to single channel requires shader changes and makes renderer support difficult...&lt;br /&gt;
* Won't fix: We don't support LCD subpixel rendering, as it depends too much on hardware and single channel is good enough&lt;br /&gt;
* Won't fix: Won't support subpixel positiong because small Font sizes can get blurrier than normal if moved to a subpixel position, unfortunately, and small Fonts are the main reason to do this..&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Building_CEED_for_Windows&amp;diff=5798</id>
		<title>Building CEED for Windows</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Building_CEED_for_Windows&amp;diff=5798"/>
				<updated>2016-10-02T12:20:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Installing boost binaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.8}}&lt;br /&gt;
&lt;br /&gt;
'''Written by Ident (Lukas Meindl) &amp;amp; Nickenstein79 (Working correctly as of 11th June, 2014)'''&lt;br /&gt;
&lt;br /&gt;
The following instructions need to be done in the presented order and are created for the currently available version of CEED and could therefore be outdated at some point. Please notify us if you think this is outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing the prerequisites ==&lt;br /&gt;
&lt;br /&gt;
When downloading/installing binaries, be sure to get the version which matches your version of visual studio, for instance choose the 32-bit and VC10 (visual studio 2010) versions of the binaries if that is what you are using to build. (or VC9 / VC11 / VC12 / ... if you are building with those.) If you use VC14 and not for example VC9 then be sure that the paths also match this. Don't get confused about the '''paths''' listed in this article, they are '''exemplatory''' and based on VC9. '''Do not mix VC9 binaries with VC10 or VC11, etc.''' We recommend using VC9 to build CEED because this one is assured to work.&lt;br /&gt;
&lt;br /&gt;
== Installing Python ==&lt;br /&gt;
* Get Python 2.7.12 (32 bit version) for Windows  and install it: &lt;br /&gt;
     https://www.python.org/downloads/&lt;br /&gt;
* Add your Python install folder path to the PATH variable in your Windows environment variables, e.g.: C:Projects\Python27&lt;br /&gt;
* Now add the Scripts folder to the PATH environment variable, e.g.: C:\Projects\Python27\Scripts &amp;amp; C:\Projects\Python27\Tools\Scripts (depending on which of those folders exists in your install)&lt;br /&gt;
* Open up a dos-command-prompt (cmd.exe) with admin rights and type &amp;quot;python&amp;quot; - See if you get something written into the console, such as &amp;quot;Python 2.7.12 (default [...]&amp;quot;, if this is the case then the install worked.&lt;br /&gt;
&lt;br /&gt;
== Installing pip ==&lt;br /&gt;
* Install the latest pip distribution: First download get-pip.py: &lt;br /&gt;
     http://pip.readthedocs.org/en/latest/installing.html&lt;br /&gt;
* Open up a dos-command-prompt (cmd.exe) with admin rights, change to the folder to which you downloaded &amp;quot;get-pip.py&amp;quot; by using the &amp;quot;cd&amp;quot; command, e.g.: cd &amp;quot;A:/Downloads/Not porn&amp;quot;&lt;br /&gt;
* Type &amp;quot;python get-pip.py&amp;quot; and click enter in the dos-command-prompt&lt;br /&gt;
* pip should now be installed&lt;br /&gt;
* Afterwards enter &amp;quot;pip&amp;quot; and click enter. You should get some sort of information about pip now, if the install succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pyside ==&lt;br /&gt;
* Now you can install pyside easily with the following command: &amp;quot;pip install -U PySide&amp;quot;&lt;br /&gt;
* You should get a console output notifying you of a successful install&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pyOpenGL ==&lt;br /&gt;
* Install pyOpenGL on Windows with this installer: &lt;br /&gt;
     https://pypi.python.org/packages/any/P/PyOpenGL/PyOpenGL-3.0.2.win32.exe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing boost binaries ==&lt;br /&gt;
* We also need to install boost. We recommend using version boost 1.55, later versions are known to cause issues. You can use an .exe file for this that will install the necessary binaries from this download page:&lt;br /&gt;
     http://sourceforge.net/projects/boost/files/boost-binaries/1.55.0-build2/ &lt;br /&gt;
(Be sure to get the version which matches the version of msvc you intend to build with. If use MSVC2008, then get the download with 'msvc-9.0' in the name, if you use MSVC2010 get the version with 'msvc-10.0' in the name, etc...)&lt;br /&gt;
&lt;br /&gt;
* Note : If you have multiple versions of MSVS on your machine, it is safe to install different versions of these boost distributions into the same root folder (e.g C:/boost_1_55_0/), as the *.h and *.hpp files are all identical, and the pre-compiled binary libs all get installed to sub-folders specific to different versions of msvc. (It is these folders and libs that we will be manually pointing cmake to in the next section.)&lt;br /&gt;
&lt;br /&gt;
== Configuring a PyCEGUI build with cmake == &lt;br /&gt;
&lt;br /&gt;
* Clone CEGUI v0-8 from the CEGUI repository to a new local folder from here:&lt;br /&gt;
    https://bitbucket.org/cegui/cegui/branch/v0-8&lt;br /&gt;
e.g. to C:/cegui-v0-8&lt;br /&gt;
* Check that the branch of your working directory is really v0-8 after cloning, if not then update to the latest v0-8 commit&lt;br /&gt;
* Add the CEGUI dependencies folder into the CEGUI_v0_8 repository folder that you just cloned.&lt;br /&gt;
* Open CMake and set the source code folder to your new local folder, e.g.: C:/cegui-v0-8 and the binaries to for example: C:/cegui-v0-8/build&lt;br /&gt;
* Set the tick-boxes 'Advanced' and 'Grouped' to true. It makes it much easier to manage variables within cmake.&lt;br /&gt;
&lt;br /&gt;
''[The following two steps are optional but will make finding boost libraries a lot more comfortable: If you, for whatever reason, can not or do not want to add or modify environment variables, you can directly specify all of the paths manually in CMake, by setting the variables to path values analogously to those used in the boost path examples below]''&lt;br /&gt;
* Set the following windows environment variables:&lt;br /&gt;
&lt;br /&gt;
     * 'BOOST_INCLUDEDIR'   (Where the boost *.hpp files are)&lt;br /&gt;
     * 'BOOST_LIBRARYDIR'   (Where the platform/compiler specific libs are)&lt;br /&gt;
     * 'BOOST_ROOT'         (Set this to the root folder which contains the above two folders.)&lt;br /&gt;
&lt;br /&gt;
* Now click 'configure'. CMake will now auto-detect most of the build requirements. &amp;lt;br /&amp;gt;It 'should' now correctly auto-detect boost, However, if it failed to find any bost components, then you need to set them manually:&lt;br /&gt;
&lt;br /&gt;
These are directory-paths and file-paths to locations inside the boost and Python distributions that you installed in the previous steps.&lt;br /&gt;
&lt;br /&gt;
(Here are examples of what they are set to on my machine)&lt;br /&gt;
&lt;br /&gt;
=== cmake Boost path examples ===&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
** Boost_PYTHON_LIBRARY_DEBUG         C:/boost_1_55_0/lib32-msvc-9.0/boost_python-vc90-mt-gd-1_55.lib&lt;br /&gt;
** Boost_PYTHON_LIBRARY_RELEASE       C:/boost_1_55_0/lib32-msvc-9.0/boost_python-vc90-mt-1_55.lib&lt;br /&gt;
** Boost_SYSTEM_LIBRARY_DEBUG         C:/boost_1_55_0/lib32-msvc-9.0/boost_system-vc90-mt-gd-1_55.lib&lt;br /&gt;
** Boost_SYSTEM_LIBRARY_RELEASE       C:/boost_1_55_0/lib32-msvc-9.0/boost_system-vc90-mt-1_55.lib&lt;br /&gt;
** Boost_INCLUDE_DIR                  C:/boost_1_55_0&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CMake may correctly auto-find the following Python variables, but it may fail. So be sure to inspect them, and if they were not found, you need to set them manually. &lt;br /&gt;
&lt;br /&gt;
Here are examples of mine:&lt;br /&gt;
&lt;br /&gt;
=== cmake Python path examples ===&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
** PYTHON_INCLUDE_DIR                 C:/Python27/include&lt;br /&gt;
** PYTHON_LIBRARY                     C:/Python27/libs/python27.lib&lt;br /&gt;
** PYTHON_EXECUTABLE                  C:/Python27/python.exe&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Unselect Building the CEGUI samples and select only OpenGL3 and OpenGL out of the available renderers to build&lt;br /&gt;
* Select CEGUI_BUILD_PYTHON_MODULES so that this option is checked&lt;br /&gt;
* Click 'configure' again, and then click 'generate', this should now work without errors and generate a solution-file in the binary folder that you specified as your build location.&lt;br /&gt;
&lt;br /&gt;
== Building PyCEGUI ==&lt;br /&gt;
&lt;br /&gt;
* Open the generated solution using MSVC and build the ALL_BUILDS project (You need 'Release' mode only)&lt;br /&gt;
* Go for a very long walk along a very long beach. Building PyCEGUI &amp;amp; PyCEGUI_OpenGLRenderer is very slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the PyCEGUI dll dependencies ==&lt;br /&gt;
* Put the following dependencies of CEGUI into your build's bin folder, e.g.: C:/cegui-v0-8/build/bin&lt;br /&gt;
** From your CEGUI dependencies folder (e.g.: C:/cegui-v0-8/dependencies) :&lt;br /&gt;
*** freetype.dll&lt;br /&gt;
*** glew.dll&lt;br /&gt;
*** pcre.dll&lt;br /&gt;
** From the boost binaries folder (e.g.: A:\Programs\boost_1_55_0\lib32-msvc-9.0 )&lt;br /&gt;
*** boost_python-vc90-mt-1_55.dll  (Or higher, depending on your version of MSVS &amp;amp; the boost lib folder you are using.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cloning the CEED repository ==&lt;br /&gt;
* clone the following CEED repository, and verify that you are on the v0-8 branch.&lt;br /&gt;
    https://bitbucket.org/cegui/ceed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Running CEED ==&lt;br /&gt;
* Go to your CEED\bin folder (the bin folder inside the folder that you just cloned CEED to)&lt;br /&gt;
* Edit runwrapper.bat so that the relative path CEGUI_BUILD_PATH matches the folder you just compiled PyCEGUI to&lt;br /&gt;
* Run the batch file, and the CEED editor should be launched (if not, start the guide again. If it still fails, ask for help on the CEGUI forums)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Python-CEED-Migrate ==&lt;br /&gt;
You can also use the ceed-migrate tool for convert your old cegui-datafiles to the newer formats. See this page for some examples of the parameters ceed-migrate takes: [[Using CEED-Migrate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Using CEED-Migrate]] &lt;br /&gt;
[[Category:HowTo]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Projects_Using_CEGUI&amp;diff=5797</id>
		<title>Projects Using CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Projects_Using_CEGUI&amp;diff=5797"/>
				<updated>2016-09-28T21:47:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Proprietary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This page lists finished projects which make use of the CEGUI library. The intros are mostly quoted from the original locations.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
=== Open source ===&lt;br /&gt;
* [http://wiki.worldforge.org/wiki/Ember Ember] A GPL 3d client for the Worldforge system&lt;br /&gt;
* [http://www.ryzom.com/ Ryzom] MMORPG that recently got released under AGPL (including all art!)&lt;br /&gt;
* [http://www.secretmaryo.org/ Secret Maryo Chronicles] A GPL 2D platform game using SDL and OpenGL.&lt;br /&gt;
* [http://www.sumwars.org/ Summoning Wars] open source role-playing game, featuring both a single-player and a multiplayer mode for about 2 to 8 players&lt;br /&gt;
* [http://www.orxonox.net/ Orxonox] open source spacecraft shooter that plays in the post-apocalyptic world of our future&lt;br /&gt;
* [http://opengamestudio.org/ OGS Mahjong] is a simple mahjong solitaire game with nice 3D graphics and relaxing soundtrack&lt;br /&gt;
* [http://sourceforge.net/projects/opendungeons/ Open Dungeons] OpenDungeons is an open source game based on the Dungeon Keeper series of games with a different story and new creatures.&lt;br /&gt;
* [http://tnlgame.net/ Thunder&amp;amp;Lightning] An Open Source Futuristic Action Flight Simulator Game Inspired By Carrier Command&lt;br /&gt;
&lt;br /&gt;
=== Proprietary ===&lt;br /&gt;
* [http://store.steampowered.com/app/496460 Life is Feudal: Forest Village] A medieval strategy city-builder game&lt;br /&gt;
* [https://www.kickstarter.com/projects/nerdkingdom/tug-1/posts TUG] TUG is a multiplayer open-world sandbox-RPG using new technology and social sciences to directly involve players in the game�s design.&lt;br /&gt;
* [http://www.torchlightgame.com/ Torchlight] An action role-playing game by [http://www.runicgames.com/ Runic Games]&lt;br /&gt;
* [http://www.salvationprophecy.com/ Salvation Prophecy] A military space epic. Human, mutant, and robotic factions are at war for galactic domination.&lt;br /&gt;
* [http://www.ankh-game.com/ Ankh 3] A commercial adventure point and click game.&lt;br /&gt;
* [http://www.jack-keane-game.de/ Jack Keane] A commercial adventure point and click game.&lt;br /&gt;
* [http://www.shipsim.com/products/shipsimulatorextremes Ship Simulator Extremes] A commercial hardcore simulator game by [http://www.vstep.nl/ VSTEP]&lt;br /&gt;
* [http://www.dawntide.net/ Dawntide] Open-ended sandbox MMORPG by [http://www.waisoft.com/ WAISOFT]&lt;br /&gt;
* [http://www.venetica-game.com/ Venetica] Fantasy themed adventure game.&lt;br /&gt;
* [http://www.matrixgames.com/products/374/details/Operation.Barbarossa.-.The.Struggle.for.Russia/ Operation Barbarossa - The Struggle for Russia] A commercial turnbased strategy game&lt;br /&gt;
* [http://global.lunia.com/ Lunia] MMORPG featuring anime characters.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/The_Book_of_Unwritten_Tales The Book of Unwritten Tales] 3D adventure game by HMH Interactive&lt;br /&gt;
* [http://voiddestroyer.com/ Void Destroyer] An independent (self funded) space combat simulator with real time strategy elements.&lt;br /&gt;
* [http://www.lifeon.pl/ LifeON] A MMO Virtual Worlds 3D Game using Ogre and CEGUI&lt;br /&gt;
* [http://www.worldofbattles.com/ World of battles] Free Online MMORTS&lt;br /&gt;
* [http://edeneternal.aeriagames.com/ Eden Eternal] A free Anime MMORPG Game from Aeria Games&lt;br /&gt;
* [http://www.snakeworldsgame.com/ Snakeworlds - Spherical 3D snake game] The game classic on spheres / globes.&lt;br /&gt;
* [http://www.wiraingames.com/ Interstellar defense troops] Tower defense style game in space by Winter rain games&lt;br /&gt;
* [http://www.ivan.org.es/showcase/gameview.php?id=2 Photopolys] A challenge for your mind in which you must compose puzzles based on your own photos.&lt;br /&gt;
* [http://www.dancingdots-studio.com/ Ride!] An equestrian simulation by Dancing Dots.&lt;br /&gt;
* [http://www.moonpod.com/English/about_pirateprincess.php/ Pirate Princess] Semi-casual word game based adventure in a pirate setting.&lt;br /&gt;
* [http://www.zeroballistics.com/game_info.php?um=1&amp;amp;lm=1 Zero Ballistics] a unique blend of multiplayer first person shooter and tank combat game&lt;br /&gt;
* [http://store.steampowered.com/app/46520 Wasteland Angel]&lt;br /&gt;
* [http://store.steampowered.com/app/49330/ Pirates of Black Cove]&lt;br /&gt;
&lt;br /&gt;
=== Educational ===&lt;br /&gt;
* [http://citycardriving.com/ City Car Driving] is designed to help users feel the car driving in ? big city or in a country&lt;br /&gt;
* [https://www.cs.utexas.edu/~theshark/courses/cs354r/lectures/cs354r-21.pdf 2015 Lecture notes including CEGUI] - CEGUI was introduced in lecture notes of 2015: University of Texas at Austin CS 354R – Game Technology - S. Abraham&lt;br /&gt;
&lt;br /&gt;
=== Addons ===&lt;br /&gt;
* [http://www.mtasa.com/ Multi Theft Auto: SA] Third party mod for GTA3: San Andreas providing multiplayer&lt;br /&gt;
* [http://www.iv-multiplayer.com/ IV:M] Third party mod for GTA4 providing multiplayer&lt;br /&gt;
&lt;br /&gt;
=== Defunct? ===&lt;br /&gt;
* [http://www.cubecombat.net/ Cube Combat] 3D Bomberman like game, supporting up to 4 player through lan or internet.&lt;br /&gt;
* [http://www.opengate.ontheserver.de OpenGate] Opengate is an open source remake of the game Jumpgate©&lt;br /&gt;
* [http://www.smootsy.com/ Smootsy] A MMO Social Network 3D Game using Ogre&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
* [http://www.psychosynth.com PsychoSynth] aims to create an interactive modular soft-synth inspired by the ideas of the Reactable.&lt;br /&gt;
* [http://www.navit-project.org/ NAVIT] is a car navigation system with routing engine.&lt;br /&gt;
* [http://mmix.me/ MMiX.Me] 3D Media Player for Microsoft Windows.&lt;br /&gt;
* [http://www.nightshadesoftware.org Nightshade] Nightshade is simulation and visualization software for teaching and exploring astronomy, Earth science, and related topics. Download this incredible software for free.&lt;br /&gt;
&lt;br /&gt;
== Engines and frameworks ==&lt;br /&gt;
=== The Delta3D Open Source Game Engine ===&lt;br /&gt;
The Delta3D Game Engine integrates the functionality of CEGUI, allowing users to have robust user interfaces active in their applications. The Delta3D Game Engine was an early adopter of the CEGUI technology and has contributed to its development over the years.&lt;br /&gt;
&lt;br /&gt;
For more information, see [http://delta3d.org http://delta3d.org].&lt;br /&gt;
&lt;br /&gt;
=== Reality factory ===&lt;br /&gt;
Reality Factory is a program that, in conjunction with other tools, allows you to create first- and third- person perspective games - without programming!&lt;br /&gt;
&lt;br /&gt;
CEGUI is used in version 2.0 and upwards.&lt;br /&gt;
More at [http://www.realityfactory.info http://www.realityfactory.info] and [http://realityfactory2.sourceforge.net/ http://realityfactory2.sourceforge.net/]&lt;br /&gt;
&lt;br /&gt;
== Game related tools ==&lt;br /&gt;
=== TeamSpeak 3 overlay ===&lt;br /&gt;
TeamSpeak 3 overlay is an injection engine that displays TeamSpeak activities (e.g. when people are talking) while in-game.&lt;br /&gt;
&lt;br /&gt;
For more information, check [http://ts3overlay.r-dev.de ts3overlay.r-dev.de]&lt;br /&gt;
&lt;br /&gt;
=== OGRE particle editor ===&lt;br /&gt;
&amp;quot;The OGRE Particle Editor is a real-time visual particle system editor. It is a tool that provides the ability to rapidly create OGRE particle system templates that can be used in any OGRE driven application. The effects are stored and loaded as templates via standard OGRE particle scripts (*.particle).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It can be downloaded [http://www.ogre3d.org/index.php?option=com_remository&amp;amp;Itemid=74&amp;amp;func=fileinfo&amp;amp;filecatid=35&amp;amp;parent=category here]. &lt;br /&gt;
&lt;br /&gt;
And the manual can be found [http://www.game-cat.com/ogre/pe/docs/ here].&lt;br /&gt;
&lt;br /&gt;
=== Nimble 3D ===&lt;br /&gt;
Nimble is WMI's second realtime visualization product. Based on advanced physics models, Nimble follows in its predecessor's footsteps and delivers another first in simulation graphics- truly photorealistic 3D clouds, completely in realtime&lt;br /&gt;
&lt;br /&gt;
For more information, see [http://www.windwardmark.net/products.php?page=nimble&amp;amp;sub=technology| windwardmark.net]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=GLFW_to_CEGUI_Key_and_Mouse_Mapping&amp;diff=5796</id>
		<title>GLFW to CEGUI Key and Mouse Mapping</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=GLFW_to_CEGUI_Key_and_Mouse_Mapping&amp;diff=5796"/>
				<updated>2016-09-19T18:10:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map key and mouse button codes from [http://glfw.sourceforge.net GLFW] to CEGUI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
unsigned int GlfwToCeguiKey(int glfwKey)&lt;br /&gt;
{&lt;br /&gt;
	switch(glfwKey)&lt;br /&gt;
	{&lt;br /&gt;
		case GLFW_KEY_UNKNOWN	: return 0;&lt;br /&gt;
		case GLFW_KEY_ESC	: return CEGUI::Key::Escape;&lt;br /&gt;
		case GLFW_KEY_F1	: return CEGUI::Key::F1;&lt;br /&gt;
		case GLFW_KEY_F2	: return CEGUI::Key::F2;&lt;br /&gt;
		case GLFW_KEY_F3	: return CEGUI::Key::F3;&lt;br /&gt;
		case GLFW_KEY_F4	: return CEGUI::Key::F4;&lt;br /&gt;
		case GLFW_KEY_F5	: return CEGUI::Key::F5;&lt;br /&gt;
		case GLFW_KEY_F6	: return CEGUI::Key::F6;&lt;br /&gt;
		case GLFW_KEY_F7	: return CEGUI::Key::F7;&lt;br /&gt;
		case GLFW_KEY_F8	: return CEGUI::Key::F8;&lt;br /&gt;
		case GLFW_KEY_F9	: return CEGUI::Key::F9;&lt;br /&gt;
		case GLFW_KEY_F10       : return CEGUI::Key::F10;&lt;br /&gt;
		case GLFW_KEY_F11       : return CEGUI::Key::F11;&lt;br /&gt;
		case GLFW_KEY_F12       : return CEGUI::Key::F12;&lt;br /&gt;
		case GLFW_KEY_F13       : return CEGUI::Key::F13;&lt;br /&gt;
		case GLFW_KEY_F14       : return CEGUI::Key::F14;&lt;br /&gt;
		case GLFW_KEY_F15       : return CEGUI::Key::F15;&lt;br /&gt;
		case GLFW_KEY_UP        : return CEGUI::Key::ArrowUp;&lt;br /&gt;
		case GLFW_KEY_DOWN      : return CEGUI::Key::ArrowDown;&lt;br /&gt;
		case GLFW_KEY_LEFT      : return CEGUI::Key::ArrowLeft;&lt;br /&gt;
		case GLFW_KEY_RIGHT     : return CEGUI::Key::ArrowRight;&lt;br /&gt;
		case GLFW_KEY_LSHIFT    : return CEGUI::Key::LeftShift;&lt;br /&gt;
		case GLFW_KEY_RSHIFT    : return CEGUI::Key::RightShift;&lt;br /&gt;
		case GLFW_KEY_LCTRL     : return CEGUI::Key::LeftControl;&lt;br /&gt;
		case GLFW_KEY_RCTRL     : return CEGUI::Key::RightControl;&lt;br /&gt;
		case GLFW_KEY_LALT      : return CEGUI::Key::LeftAlt;&lt;br /&gt;
		case GLFW_KEY_RALT      : return CEGUI::Key::RightAlt;&lt;br /&gt;
		case GLFW_KEY_TAB       : return CEGUI::Key::Tab;&lt;br /&gt;
		case GLFW_KEY_ENTER     : return CEGUI::Key::Return;&lt;br /&gt;
		case GLFW_KEY_BACKSPACE : return CEGUI::Key::Backspace;&lt;br /&gt;
		case GLFW_KEY_INSERT    : return CEGUI::Key::Insert;&lt;br /&gt;
		case GLFW_KEY_DEL       : return CEGUI::Key::Delete;&lt;br /&gt;
		case GLFW_KEY_PAGEUP    : return CEGUI::Key::PageUp;&lt;br /&gt;
		case GLFW_KEY_PAGEDOWN  : return CEGUI::Key::PageDown;&lt;br /&gt;
		case GLFW_KEY_HOME      : return CEGUI::Key::Home;&lt;br /&gt;
		case GLFW_KEY_END       : return CEGUI::Key::End;&lt;br /&gt;
		case GLFW_KEY_KP_ENTER	: return CEGUI::Key::NumpadEnter;&lt;br /&gt;
		default			: return 0;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
CEGUI::MouseButton GlfwToCeguiButton(int glfwButton)&lt;br /&gt;
{&lt;br /&gt;
	switch(glfwButton)&lt;br /&gt;
	{&lt;br /&gt;
		case GLFW_MOUSE_BUTTON_LEFT	: return CEGUI::LeftButton;&lt;br /&gt;
		case GLFW_MOUSE_BUTTON_RIGHT	: return CEGUI::RightButton;&lt;br /&gt;
		case GLFW_MOUSE_BUTTON_MIDDLE	: return CEGUI::MiddleButton;&lt;br /&gt;
		default				: return CEGUI::NoButton;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For GLFW3 you may find this useful: http://cegui.org.uk/forum/viewtopic.php?p=35297&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTo]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5795</id>
		<title>For the team</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5795"/>
				<updated>2016-08-21T21:35:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links that are relevant only for the dev team members:&lt;br /&gt;
&lt;br /&gt;
* [[Release_Checklist]]&lt;br /&gt;
* [[General_Guidelines]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5794</id>
		<title>For the team</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5794"/>
				<updated>2016-08-21T21:35:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links that are relevant only for the dev team members:&lt;br /&gt;
&lt;br /&gt;
- [Release_Checklist]&lt;br /&gt;
- [General_Guidelines]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=General_Guidelines&amp;diff=5793</id>
		<title>General Guidelines</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=General_Guidelines&amp;diff=5793"/>
				<updated>2016-08-21T21:34:54Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: Created page with &amp;quot;== Merging ==  * The main branches currently have to be merged in this direction: '''v0-8 --&amp;gt; v0 --&amp;gt; default''' * If you push v0 or v0-8 changes and you are done with this bra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Merging ==&lt;br /&gt;
&lt;br /&gt;
* The main branches currently have to be merged in this direction: '''v0-8 --&amp;gt; v0 --&amp;gt; default'''&lt;br /&gt;
* If you push v0 or v0-8 changes and you are done with this branch for today, you must also merge upwards to v0 and default. This ensures that there won't be a backlog of merges piling up that would make it very hard for the next one to do this. &lt;br /&gt;
* If you push a change to the default branch and are doen with the branch for today, you have to first make sure you merged all changes from v0-8 to v0 and from v0 to default branch.&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5792</id>
		<title>For the team</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5792"/>
				<updated>2016-08-21T21:28:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links that are relevant only for the dev team members:&lt;br /&gt;
&lt;br /&gt;
* [[Release_Checklist]]&lt;br /&gt;
* [[General_Guidelines]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5791</id>
		<title>For the team</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5791"/>
				<updated>2016-08-21T21:28:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links that are relevant only for the dev team members:&lt;br /&gt;
&lt;br /&gt;
- [[Release_Checklist]]&lt;br /&gt;
- [[General_Guidelines]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5790</id>
		<title>For the team</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=For_the_team&amp;diff=5790"/>
				<updated>2016-08-21T21:13:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: Created page with &amp;quot;Links that are relevant only for the dev team members:  - [Release_Checklist] - [General_Guidelines]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links that are relevant only for the dev team members:&lt;br /&gt;
&lt;br /&gt;
- [Release_Checklist]&lt;br /&gt;
- [General_Guidelines]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=User:Ident&amp;diff=5789</id>
		<title>User:Ident</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=User:Ident&amp;diff=5789"/>
				<updated>2016-08-21T21:11:49Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is dedicated to mustard. I could not have made it this far without you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good video about mustard-based sauce:&lt;br /&gt;
https://www.youtube.com/watch?v=VFlcO9J9b0Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CEGUI is where the [http://www.phrases.org.uk/meanings/cut-the-mustard.html mustard is cut].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mustard-related quote:&lt;br /&gt;
&amp;lt;code lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
There has been an association between the heat and piquancy of mustard and the zest and energy of people's behaviour. This dates back to at least 1672, when the term 'as keen as mustard' is first recorded. 'Up to mustard' or just 'mustard' means up to standard in the same way as 'up to snuff'. 'Cutting' has also long been used to mean 'exhibiting', as in the phrase 'cutting a fine figure'. Unless some actual evidence is found for the other proposed explanations, the derivation of 'cutting the mustard' as an alternative way of saying 'exhibiting one's high standards' is by far the most likely.&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Todo List: http://cegui.org.uk/wiki/Ident_TODO&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=User:Ident&amp;diff=5788</id>
		<title>User:Ident</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=User:Ident&amp;diff=5788"/>
				<updated>2016-08-21T21:11:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is dedicated to mustard. I could not have made it this far without you.&lt;br /&gt;
&lt;br /&gt;
Good video about mustard-based sauce:&lt;br /&gt;
https://www.youtube.com/watch?v=VFlcO9J9b0Y&lt;br /&gt;
&lt;br /&gt;
CEGUI is where the [http://www.phrases.org.uk/meanings/cut-the-mustard.html mustard is cut].&lt;br /&gt;
&lt;br /&gt;
Mustard-related quote:&lt;br /&gt;
&amp;lt;code lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
There has been an association between the heat and piquancy of mustard and the zest and energy of people's behaviour. This dates back to at least 1672, when the term 'as keen as mustard' is first recorded. 'Up to mustard' or just 'mustard' means up to standard in the same way as 'up to snuff'. 'Cutting' has also long been used to mean 'exhibiting', as in the phrase 'cutting a fine figure'. Unless some actual evidence is found for the other proposed explanations, the derivation of 'cutting the mustard' as an alternative way of saying 'exhibiting one's high standards' is by far the most likely.&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Todo List: http://cegui.org.uk/wiki/Ident_TODO&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Building_CEED_for_Windows&amp;diff=5787</id>
		<title>Building CEED for Windows</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Building_CEED_for_Windows&amp;diff=5787"/>
				<updated>2016-08-21T14:11:50Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Installing Python */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.8}}&lt;br /&gt;
&lt;br /&gt;
'''Written by Ident (Lukas Meindl) &amp;amp; Nickenstein79 (Working correctly as of 11th June, 2014)'''&lt;br /&gt;
&lt;br /&gt;
The following instructions need to be done in the presented order and are created for the currently available version of CEED and could therefore be outdated at some point. Please notify us if you think this is outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing the prerequisites ==&lt;br /&gt;
&lt;br /&gt;
When downloading/installing binaries, be sure to get the version which matches your version of visual studio, for instance choose the 32-bit and VC10 (visual studio 2010) versions of the binaries if that is what you are using to build. (or VC9 / VC11 / VC12 / ... if you are building with those.) If you use VC14 and not for example VC9 then be sure that the paths also match this. Don't get confused about the '''paths''' listed in this article, they are '''exemplatory''' and based on VC9. '''Do not mix VC9 binaries with VC10 or VC11, etc.''' We recommend using VC9 to build CEED because this one is assured to work.&lt;br /&gt;
&lt;br /&gt;
== Installing Python ==&lt;br /&gt;
* Get Python 2.7.12 (32 bit version) for Windows  and install it: &lt;br /&gt;
     https://www.python.org/downloads/&lt;br /&gt;
* Add your Python install folder path to the PATH variable in your Windows environment variables, e.g.: C:Projects\Python27&lt;br /&gt;
* Now add the Scripts folder to the PATH environment variable, e.g.: C:\Projects\Python27\Scripts &amp;amp; C:\Projects\Python27\Tools\Scripts (depending on which of those folders exists in your install)&lt;br /&gt;
* Open up a dos-command-prompt (cmd.exe) with admin rights and type &amp;quot;python&amp;quot; - See if you get something written into the console, such as &amp;quot;Python 2.7.12 (default [...]&amp;quot;, if this is the case then the install worked.&lt;br /&gt;
&lt;br /&gt;
== Installing pip ==&lt;br /&gt;
* Install the latest pip distribution: First download get-pip.py: &lt;br /&gt;
     http://pip.readthedocs.org/en/latest/installing.html&lt;br /&gt;
* Open up a dos-command-prompt (cmd.exe) with admin rights, change to the folder to which you downloaded &amp;quot;get-pip.py&amp;quot; by using the &amp;quot;cd&amp;quot; command, e.g.: cd &amp;quot;A:/Downloads/Not porn&amp;quot;&lt;br /&gt;
* Type &amp;quot;python get-pip.py&amp;quot; and click enter in the dos-command-prompt&lt;br /&gt;
* pip should now be installed&lt;br /&gt;
* Afterwards enter &amp;quot;pip&amp;quot; and click enter. You should get some sort of information about pip now, if the install succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pyside ==&lt;br /&gt;
* Now you can install pyside easily with the following command: &amp;quot;pip install -U PySide&amp;quot;&lt;br /&gt;
* You should get a console output notifying you of a successful install&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pyOpenGL ==&lt;br /&gt;
* Install pyOpenGL on Windows with this installer: &lt;br /&gt;
     https://pypi.python.org/packages/any/P/PyOpenGL/PyOpenGL-3.0.2.win32.exe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing boost binaries ==&lt;br /&gt;
* We also need to install boost. You can use an .exe file for this that will install the necessary binaries from this download page:&lt;br /&gt;
     http://sourceforge.net/projects/boost/files/boost-binaries/1.55.0-build2/ &lt;br /&gt;
(Be sure to get the version which matches the version of msvc you intend to build with. If use MSVC2008, then get the download with 'msvc-9.0' in the name, if you use MSVC2010 get the version with 'msvc-10.0' in the name, etc...)&lt;br /&gt;
&lt;br /&gt;
* Note : If you have multiple versions of MSVS on your machine, it is safe to install different versions of these boost distributions into the same root folder (e.g C:/boost_1_55_0/), as the *.h and *.hpp files are all identical, and the pre-compiled binary libs all get installed to sub-folders specific to different versions of msvc. (It is these folders and libs that we will be manually pointing cmake to in the next section.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuring a PyCEGUI build with cmake == &lt;br /&gt;
&lt;br /&gt;
* Clone CEGUI v0-8 from the CEGUI repository to a new local folder from here:&lt;br /&gt;
    https://bitbucket.org/cegui/cegui/branch/v0-8&lt;br /&gt;
e.g. to C:/cegui-v0-8&lt;br /&gt;
* Check that the branch of your working directory is really v0-8 after cloning, if not then update to the latest v0-8 commit&lt;br /&gt;
* Add the CEGUI dependencies folder into the CEGUI_v0_8 repository folder that you just cloned.&lt;br /&gt;
* Open CMake and set the source code folder to your new local folder, e.g.: C:/cegui-v0-8 and the binaries to for example: C:/cegui-v0-8/build&lt;br /&gt;
* Set the tick-boxes 'Advanced' and 'Grouped' to true. It makes it much easier to manage variables within cmake.&lt;br /&gt;
&lt;br /&gt;
''[The following two steps are optional but will make finding boost libraries a lot more comfortable: If you, for whatever reason, can not or do not want to add or modify environment variables, you can directly specify all of the paths manually in CMake, by setting the variables to path values analogously to those used in the boost path examples below]''&lt;br /&gt;
* Set the following windows environment variables:&lt;br /&gt;
&lt;br /&gt;
     * 'BOOST_INCLUDEDIR'   (Where the boost *.hpp files are)&lt;br /&gt;
     * 'BOOST_LIBRARYDIR'   (Where the platform/compiler specific libs are)&lt;br /&gt;
     * 'BOOST_ROOT'         (Set this to the root folder which contains the above two folders.)&lt;br /&gt;
&lt;br /&gt;
* Now click 'configure'. CMake will now auto-detect most of the build requirements. &amp;lt;br /&amp;gt;It 'should' now correctly auto-detect boost, However, if it failed to find any bost components, then you need to set them manually:&lt;br /&gt;
&lt;br /&gt;
These are directory-paths and file-paths to locations inside the boost and Python distributions that you installed in the previous steps.&lt;br /&gt;
&lt;br /&gt;
(Here are examples of what they are set to on my machine)&lt;br /&gt;
&lt;br /&gt;
=== cmake Boost path examples ===&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
** Boost_PYTHON_LIBRARY_DEBUG         C:/boost_1_55_0/lib32-msvc-9.0/boost_python-vc90-mt-gd-1_55.lib&lt;br /&gt;
** Boost_PYTHON_LIBRARY_RELEASE       C:/boost_1_55_0/lib32-msvc-9.0/boost_python-vc90-mt-1_55.lib&lt;br /&gt;
** Boost_SYSTEM_LIBRARY_DEBUG         C:/boost_1_55_0/lib32-msvc-9.0/boost_system-vc90-mt-gd-1_55.lib&lt;br /&gt;
** Boost_SYSTEM_LIBRARY_RELEASE       C:/boost_1_55_0/lib32-msvc-9.0/boost_system-vc90-mt-1_55.lib&lt;br /&gt;
** Boost_INCLUDE_DIR                  C:/boost_1_55_0&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CMake may correctly auto-find the following Python variables, but it may fail. So be sure to inspect them, and if they were not found, you need to set them manually. &lt;br /&gt;
&lt;br /&gt;
Here are examples of mine:&lt;br /&gt;
&lt;br /&gt;
=== cmake Python path examples ===&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
** PYTHON_INCLUDE_DIR                 C:/Python27/include&lt;br /&gt;
** PYTHON_LIBRARY                     C:/Python27/libs/python27.lib&lt;br /&gt;
** PYTHON_EXECUTABLE                  C:/Python27/python.exe&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Unselect Building the CEGUI samples and select only OpenGL3 and OpenGL out of the available renderers to build&lt;br /&gt;
* Select CEGUI_BUILD_PYTHON_MODULES so that this option is checked&lt;br /&gt;
* Click 'configure' again, and then click 'generate', this should now work without errors and generate a solution-file in the binary folder that you specified as your build location.&lt;br /&gt;
&lt;br /&gt;
== Building PyCEGUI ==&lt;br /&gt;
&lt;br /&gt;
* Open the generated solution using MSVC and build the ALL_BUILDS project (You need 'Release' mode only)&lt;br /&gt;
* Go for a very long walk along a very long beach. Building PyCEGUI &amp;amp; PyCEGUI_OpenGLRenderer is very slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the PyCEGUI dll dependencies ==&lt;br /&gt;
* Put the following dependencies of CEGUI into your build's bin folder, e.g.: C:/cegui-v0-8/build/bin&lt;br /&gt;
** From your CEGUI dependencies folder (e.g.: C:/cegui-v0-8/dependencies) :&lt;br /&gt;
*** freetype.dll&lt;br /&gt;
*** glew.dll&lt;br /&gt;
*** pcre.dll&lt;br /&gt;
** From the boost binaries folder (e.g.: A:\Programs\boost_1_55_0\lib32-msvc-9.0 )&lt;br /&gt;
*** boost_python-vc90-mt-1_55.dll  (Or higher, depending on your version of MSVS &amp;amp; the boost lib folder you are using.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cloning the CEED repository ==&lt;br /&gt;
* clone the following CEED repository, and verify that you are on the v0-8 branch.&lt;br /&gt;
    https://bitbucket.org/cegui/ceed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Running CEED ==&lt;br /&gt;
* Go to your CEED\bin folder (the bin folder inside the folder that you just cloned CEED to)&lt;br /&gt;
* Edit runwrapper.bat so that the relative path CEGUI_BUILD_PATH matches the folder you just compiled PyCEGUI to&lt;br /&gt;
* Run the batch file, and the CEED editor should be launched (if not, start the guide again. If it still fails, ask for help on the CEGUI forums)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Python-CEED-Migrate ==&lt;br /&gt;
You can also use the ceed-migrate tool for convert your old cegui-datafiles to the newer formats. See this page for some examples of the parameters ceed-migrate takes: [[Using CEED-Migrate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Using CEED-Migrate]] &lt;br /&gt;
[[Category:HowTo]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5784</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5784"/>
				<updated>2016-06-20T22:05:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* State of development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the problems/restrictions we need to consider? What should we keep in mind?&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
===Links===&lt;br /&gt;
&lt;br /&gt;
* Intel Vulkan Tutorial: https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1&lt;br /&gt;
* QuickRef: https://www.khronos.org/registry/vulkan/specs/1.0/refguide/Vulkan-1.0-web.pdf&lt;br /&gt;
* Set of demos: https://github.com/SaschaWillems/Vulkan&lt;br /&gt;
* Good old triangle demo: https://github.com/SaschaWillems/Vulkan/blob/master/triangle/triangle.cpp&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
* Not yet released, not sure if worth it: Vulkan Programming Guide by John M. Kessenich and Graham Sellers: https://www.amazon.co.uk/Vulkan-Programming-Guide-Official-Learning/dp/0134464540&lt;br /&gt;
&lt;br /&gt;
== CEGUI Vulkan Renderer : Thoughts ==&lt;br /&gt;
&lt;br /&gt;
=== General considerations ===&lt;br /&gt;
&lt;br /&gt;
* As of now, CEGUI does not support any kind of internal threading. &lt;br /&gt;
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.&lt;br /&gt;
* Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.&lt;br /&gt;
&lt;br /&gt;
=== Points to achieve optimal performance with the CEGUI Vulkan Renderer ===&lt;br /&gt;
* Considering that Vulkan as one of its main benefits features threading support, we want to research whether this would be worth it for CEGUI default branch.&lt;br /&gt;
* As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
== State of development ==&lt;br /&gt;
Nvidia C++ Wrapper for Vulkan will be used. This Wrapper contains of a single header file. For CEGUI this means, that the single header needs to be namespaced in CEGUI and will be bundled with the Vulkan Renderer. For further building informations, please look into the repository:&lt;br /&gt;
* Repo link: https://github.com/nvpro-pipeline/vkcpp&lt;br /&gt;
* Vulkan registry: https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0/src/spec/vk.xml&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5783</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5783"/>
				<updated>2016-06-20T22:04:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the problems/restrictions we need to consider? What should we keep in mind?&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
===Links===&lt;br /&gt;
&lt;br /&gt;
* Intel Vulkan Tutorial: https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1&lt;br /&gt;
* QuickRef: https://www.khronos.org/registry/vulkan/specs/1.0/refguide/Vulkan-1.0-web.pdf&lt;br /&gt;
* Set of demos: https://github.com/SaschaWillems/Vulkan&lt;br /&gt;
* Good old triangle demo: https://github.com/SaschaWillems/Vulkan/blob/master/triangle/triangle.cpp&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
* Not yet released, not sure if worth it: Vulkan Programming Guide by John M. Kessenich and Graham Sellers: https://www.amazon.co.uk/Vulkan-Programming-Guide-Official-Learning/dp/0134464540&lt;br /&gt;
&lt;br /&gt;
== CEGUI Vulkan Renderer : Thoughts ==&lt;br /&gt;
&lt;br /&gt;
=== General considerations ===&lt;br /&gt;
&lt;br /&gt;
* As of now, CEGUI does not support any kind of internal threading. &lt;br /&gt;
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.&lt;br /&gt;
* Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.&lt;br /&gt;
&lt;br /&gt;
=== Points to achieve optimal performance with the CEGUI Vulkan Renderer ===&lt;br /&gt;
* Considering that Vulkan as one of its main benefits features threading support, we want to research whether this would be worth it for CEGUI default branch.&lt;br /&gt;
* As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
== State of development ==&lt;br /&gt;
Nvidia C++ Wrapper for Vulkan will be used. This Wrapper contains of a single header file. For CEGUI this means, that the single header needs to be namespaced in CEGUI and will be bundled with the Vulkan Renderer. For further building informations, please look into the repository:&lt;br /&gt;
&lt;br /&gt;
	- Repo link: https://github.com/nvpro-pipeline/vkcpp&lt;br /&gt;
&lt;br /&gt;
	- Vulkan registry: https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0/src/spec/vk.xml&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5782</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5782"/>
				<updated>2016-06-20T22:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the problems/restrictions we need to consider? What should we keep in mind?&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
===Links===&lt;br /&gt;
&lt;br /&gt;
*Intel Vulkan Tutorial: https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1&lt;br /&gt;
*QuickRef: https://www.khronos.org/registry/vulkan/specs/1.0/refguide/Vulkan-1.0-web.pdf&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
*Vulkan Programming Guide by  John M. Kessenich and Graham Sellers: https://www.amazon.co.uk/Vulkan-Programming-Guide-Official-Learning/dp/0134464540&lt;br /&gt;
&lt;br /&gt;
== CEGUI Vulkan Renderer : Thoughts ==&lt;br /&gt;
&lt;br /&gt;
=== General considerations ===&lt;br /&gt;
&lt;br /&gt;
* As of now, CEGUI does not support any kind of internal threading. &lt;br /&gt;
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.&lt;br /&gt;
* Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.&lt;br /&gt;
&lt;br /&gt;
=== Points to achieve optimal performance with the CEGUI Vulkan Renderer ===&lt;br /&gt;
* Considering that Vulkan as one of its main benefits features threading support, we want to research whether this would be worth it for CEGUI default branch.&lt;br /&gt;
* As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
== State of development ==&lt;br /&gt;
Nvidia C++ Wrapper for Vulkan will be used. This Wrapper contains of a single header file. For CEGUI this means, that the single header needs to be namespaced in CEGUI and will be bundled with the Vulkan Renderer. For further building informations, please look into the repository:&lt;br /&gt;
&lt;br /&gt;
	- Repo link: https://github.com/nvpro-pipeline/vkcpp&lt;br /&gt;
&lt;br /&gt;
	- Vulkan registry: https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0/src/spec/vk.xml&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5781</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5781"/>
				<updated>2016-06-20T21:47:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the problems/restrictions we need to consider? What should we keep in mind?&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
===Links===&lt;br /&gt;
&lt;br /&gt;
*Intel Vulkan Tutorial: https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
*Vulkan Programming Guide by  John M. Kessenich and Graham Sellers: https://www.amazon.co.uk/Vulkan-Programming-Guide-Official-Learning/dp/0134464540&lt;br /&gt;
&lt;br /&gt;
== CEGUI Vulkan Renderer : Thoughts ==&lt;br /&gt;
&lt;br /&gt;
=== General considerations ===&lt;br /&gt;
&lt;br /&gt;
* As of now, CEGUI does not support any kind of internal threading. &lt;br /&gt;
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.&lt;br /&gt;
* Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.&lt;br /&gt;
&lt;br /&gt;
=== Points to achieve optimal performance with the CEGUI Vulkan Renderer ===&lt;br /&gt;
* Considering that Vulkan as one of its main benefits features threading support, we want to research whether this would be worth it for CEGUI default branch.&lt;br /&gt;
* As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
== State of development ==&lt;br /&gt;
Nvidia C++ Wrapper for Vulkan will be used. This Wrapper contains of a single header file. For CEGUI this means, that the single header needs to be namespaced in CEGUI and will be bundled with the Vulkan Renderer. For further building informations, please look into the repository:&lt;br /&gt;
&lt;br /&gt;
	- Repo link: https://github.com/nvpro-pipeline/vkcpp&lt;br /&gt;
&lt;br /&gt;
	- Vulkan registry: https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0/src/spec/vk.xml&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5780</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5780"/>
				<updated>2016-06-20T21:10:08Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Improving CEGUI with the Vulkan Renderer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the problems/restrictions we need to consider? What should we keep in mind?&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
===Links===&lt;br /&gt;
&lt;br /&gt;
*Intel Vulkan Tutorial: https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
*Vulkan Programming Guide by  John M. Kessenich and Graham Sellers: https://www.amazon.co.uk/Vulkan-Programming-Guide-Official-Learning/dp/0134464540&lt;br /&gt;
&lt;br /&gt;
== CEGUI Vulkan Renderer : Thoughts ==&lt;br /&gt;
&lt;br /&gt;
=== General considerations ===&lt;br /&gt;
&lt;br /&gt;
* As of now, CEGUI does not support any kind of internal threading. &lt;br /&gt;
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.&lt;br /&gt;
* Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.&lt;br /&gt;
&lt;br /&gt;
=== Points to achieve optimal performance with the CEGUI Vulkan Renderer ===&lt;br /&gt;
* Considering that Vulkan as one of its main benefits features threading support, we want to research whether this would be worth it for CEGUI default branch.&lt;br /&gt;
* As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
== State of development ==&lt;br /&gt;
Nvidia C++ Wrapper for Vulkan will be used. This Wrapper contains of a single header file. For CEGUI this means, that the single header needs to be namespaced in CEGUI and will be bundled with the Vulkan Renderer. For further building informations, please look into the repository:&lt;br /&gt;
&lt;br /&gt;
	- Repo link: https://github.com/nvpro-pipeline/vkcpp&lt;br /&gt;
&lt;br /&gt;
	- Vulkan registry: https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0/src/spec/vk.xml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[User:Xxarthurxx|Xxarthurxx]] ([[User talk:Xxarthurxx|talk]]) 15:49, 20 June 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5773</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5773"/>
				<updated>2016-06-19T20:19:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the problems/restrictions we need to consider? What should we keep in mind?&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;br /&gt;
&lt;br /&gt;
== Vulkan link collection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CEGUI Vulkan Renderer : Thoughts ==&lt;br /&gt;
&lt;br /&gt;
=== General considerations ===&lt;br /&gt;
&lt;br /&gt;
* As of now, CEGUI does not support any kind of internal threading. &lt;br /&gt;
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.&lt;br /&gt;
* Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.&lt;br /&gt;
&lt;br /&gt;
=== Maximising the CEGUI Vulkan Renderer performance ===&lt;br /&gt;
* Considering that Vulkan as one of its main benefits features threading support, we might want to consider if this would be worth it for CEGUI default branch or if this even would have any benefits.&lt;br /&gt;
* As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
== State of development ==&lt;br /&gt;
* We will use the Nvidia C++ Wrapper for Vulkan by creating the header file based on the Vulkan registry. This header needs to be namespaced in CEGUI and will be bundled with the Vulkan Renderer.&lt;br /&gt;
** Repo: https://github.com/nvpro-pipeline/vkcpp&lt;br /&gt;
** Vulkan registriy: https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0/src/spec/vk.xml&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5772</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5772"/>
				<updated>2016-06-19T07:39:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the problems/restrictions we need to consider? What should we keep in mind?&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;br /&gt;
&lt;br /&gt;
== Vulkan link collection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CEGUI Vulkan Renderer : Thoughts ==&lt;br /&gt;
&lt;br /&gt;
=== General considerations ===&lt;br /&gt;
&lt;br /&gt;
* As of now, CEGUI does not support any kind of internal threading. &lt;br /&gt;
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.&lt;br /&gt;
* Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.&lt;br /&gt;
&lt;br /&gt;
=== Maximising the CEGUI Vulkan Renderer performance ===&lt;br /&gt;
* Considering that Vulkan as one of its main benefits features threading support, we might want to consider if this would be worth it for CEGUI default branch or if this even would have any benefits.&lt;br /&gt;
* As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
== State of development ==&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5771</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5771"/>
				<updated>2016-06-19T07:27:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the problems/restrictions we need to consider? What should we keep in mind?&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;br /&gt;
&lt;br /&gt;
== Vulkan link collection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CEGUI Vulkan Renderer : Thoughts ==&lt;br /&gt;
&lt;br /&gt;
=== General considerations ===&lt;br /&gt;
&lt;br /&gt;
* CEGUI does not support any kind of internal threading. &lt;br /&gt;
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.&lt;br /&gt;
&lt;br /&gt;
=== Maximising the CEGUI Vulkan Renderer performance ===&lt;br /&gt;
* Separate threads for logic and rendering processing would be optimal for CEGUI default branch.&lt;br /&gt;
* As always, we need to keep batching low.&lt;br /&gt;
&lt;br /&gt;
== ToDo ==&lt;br /&gt;
&lt;br /&gt;
== State of development ==&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5770</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5770"/>
				<updated>2016-06-19T07:21:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the caveats? What should we keep in mind&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Keep track of the state of the development&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5769</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5769"/>
				<updated>2016-06-19T07:21:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of this document ==&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the caveats? What should we keep in mind&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Write about the state of the development&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5768</id>
		<title>Vulkan Renderer Development</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Vulkan_Renderer_Development&amp;diff=5768"/>
				<updated>2016-06-19T07:20:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: Created page with &amp;quot;Purpose of this document: * Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development * Make a list of specifi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Purpose of this document:&lt;br /&gt;
* Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development&lt;br /&gt;
* Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:&lt;br /&gt;
** What are the caveats? What should we keep in mind&lt;br /&gt;
** How can we maximize Vulkan performance?&lt;br /&gt;
** What are the restrictions? How could we get around them?&lt;br /&gt;
* Write about the state of the development&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Release_Checklist&amp;diff=5767</id>
		<title>Release Checklist</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Release_Checklist&amp;diff=5767"/>
				<updated>2016-06-08T06:51:37Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* CEGUI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CEGUI ==&lt;br /&gt;
&lt;br /&gt;
This page is mainly for the CEGUI team and serves as a checklist to avoid forgetting steps when making a CEGUI release.&lt;br /&gt;
&lt;br /&gt;
* First check that the local repo is completely up-to-date and check that no unversioned files or uncommited changes are existing.&lt;br /&gt;
* Bump release version in CMakeLists.txt &lt;br /&gt;
* Bump ABI version in CMakeLists.txt&lt;br /&gt;
* Add change log entries from https://bitbucket.org/cegui/cegui/issues?milestone=0.8.4&amp;amp;status=resolved (change the version in the link) to doc/doxygen/changelog.dox&lt;br /&gt;
* Regenerate generated code/other files (i.e regen bindings etc)&lt;br /&gt;
* Create mercurial tag for release&lt;br /&gt;
* Make source packages.&lt;br /&gt;
* Build docs.&lt;br /&gt;
* Make docs packages.&lt;br /&gt;
* Upload!&lt;br /&gt;
* Make sure the new release is listed as the latest release on sourceforge, you can do this by clicking the &amp;quot;i&amp;quot; icon next to the file and selecting all operating systems --&amp;gt; SAVE (takes 3 mins to be updated)&lt;br /&gt;
* For 0.8.5 Release announce in the docs and in the Release news that this requires CMAke 2.8.11 minimum &amp;lt;-- what happened to this?&lt;br /&gt;
* Create a release on the drupal page - http://cegui.org.uk/node/add/release&lt;br /&gt;
* Make sure N+1 version is in bitbucket issue-tracker or add it - also make it the default (bitbucket repo -&amp;gt; Settings -&amp;gt; Issues -&amp;gt; Versions)&lt;br /&gt;
* Generate docs and upload to static.cegui.org.uk, see http://bitbucket.org/cegui/docs-builder&lt;br /&gt;
* Update the server's htaccess in the static API docs folder to redirect to the latest minor version&lt;br /&gt;
* Post to twitter&lt;br /&gt;
* Post to google+&lt;br /&gt;
&lt;br /&gt;
== CEED ==&lt;br /&gt;
&lt;br /&gt;
* First check that the local repo is completely up-to-date and check that no unversioned files or uncommited changes are existing.&lt;br /&gt;
* Bump release version in ceed/version.py&lt;br /&gt;
* Make source packages.&lt;br /&gt;
* Build docs.&lt;br /&gt;
* Upload!&lt;br /&gt;
* Create a release on the drupal page - http://cegui.org.uk/node/add/release&lt;br /&gt;
* Make sure N+1 version is in bitbucket issue-tracker or add it&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Release_Checklist&amp;diff=5766</id>
		<title>Release Checklist</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Release_Checklist&amp;diff=5766"/>
				<updated>2016-05-31T16:06:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* CEGUI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CEGUI ==&lt;br /&gt;
&lt;br /&gt;
This page is mainly for the CEGUI team and serves as a checklist to avoid forgetting steps when making a CEGUI release.&lt;br /&gt;
&lt;br /&gt;
* First check that the local repo is completely up-to-date and check that no unversioned files or uncommited changes are existing.&lt;br /&gt;
* Bump release version in CMakeLists.txt &lt;br /&gt;
* Bump ABI version in CMakeLists.txt&lt;br /&gt;
* Add change log entries from https://bitbucket.org/cegui/cegui/issues?milestone=0.8.4&amp;amp;status=resolved (change the version in the link) to doc/doxygen/changelog.dox&lt;br /&gt;
* Regenerate generated code/other files (i.e regen bindings etc)&lt;br /&gt;
* Create mercurial tag for release&lt;br /&gt;
* Make source packages.&lt;br /&gt;
* Build docs.&lt;br /&gt;
* Make docs packages.&lt;br /&gt;
* Upload!&lt;br /&gt;
* Make sure the new release is listed as the latest release on sourceforge, you can do this by clicking the &amp;quot;i&amp;quot; icon next to the file and selecting all operating systems --&amp;gt; SAVE (takes 3 mins to be updated)&lt;br /&gt;
* For 0.8.5 Release announce in the docs and in the Release news that this requires CMAke 0.8.11 minimum &amp;lt;-- what happened to this?&lt;br /&gt;
* Create a release on the drupal page - http://cegui.org.uk/node/add/release&lt;br /&gt;
* Make sure N+1 version is in bitbucket issue-tracker or add it - also make it the default (bitbucket repo -&amp;gt; Settings -&amp;gt; Issues -&amp;gt; Versions)&lt;br /&gt;
* Generate docs and upload to static.cegui.org.uk, see http://bitbucket.org/cegui/docs-builder&lt;br /&gt;
* Update the server's htaccess in the static API docs folder to redirect to the latest minor version&lt;br /&gt;
* Post to twitter&lt;br /&gt;
* Post to google+&lt;br /&gt;
&lt;br /&gt;
== CEED ==&lt;br /&gt;
&lt;br /&gt;
* First check that the local repo is completely up-to-date and check that no unversioned files or uncommited changes are existing.&lt;br /&gt;
* Bump release version in ceed/version.py&lt;br /&gt;
* Make source packages.&lt;br /&gt;
* Build docs.&lt;br /&gt;
* Upload!&lt;br /&gt;
* Create a release on the drupal page - http://cegui.org.uk/node/add/release&lt;br /&gt;
* Make sure N+1 version is in bitbucket issue-tracker or add it&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Building_CEGUI_for_Ogre_/_OgreRenderer&amp;diff=5765</id>
		<title>Building CEGUI for Ogre / OgreRenderer</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Building_CEGUI_for_Ogre_/_OgreRenderer&amp;diff=5765"/>
				<updated>2016-05-01T10:48:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* A snapshot of using CMake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{VersionBadge|0.8}}&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
Since Ogre version 1.7 the CEGUI library isn't an Ogre dependency anymore and was replaced by a very simple UI overlay mainly used for the Ogre demos. Users now have to compile the CEGUI library against Ogre on their own, to use CEGUI together with Ogre. This guide has been created to help users building CEGUI against Ogre. We recommend CMake 2.8.X for all version of CEGUI at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tested versions ==&lt;br /&gt;
* CEGUI 0.8.X and v0-8 branch supports basic configurations of Ogre 1.7 and 1.8 and 1.9. Other versions and specific configurations (such as using boost) are supported but might require additional steps from your side (see below).&lt;br /&gt;
* CEGUI 0.8.5 (not yet released at the point of writing) and v0-8 branch support Ogre 2.0 and 2.1 with OGL3+ Renderer only.&lt;br /&gt;
* CEGUI v-0 branch and releases starting with 0.8.4 will support Ogre 1.7, 1.8, 1.9. They will also be updated from time to time to support the current version of Ogre default branch (right now it works with the Ogre default branch version of 6th Jan. 2014, including Ogre's OGL3 Renderer)&lt;br /&gt;
* CEGUI default branch (unstable) contains an entirely changed but mostly functional OgreRenderer that should work with 1.7-2.0 but might need to be tested further.&lt;br /&gt;
&lt;br /&gt;
== Environment variables for CMake ==&lt;br /&gt;
If you installed Ogre (or OIS or Boost), then certain environment variables might have been set on your computer already, helping CMake find your Ogre version (or OIS or boost). Here are some examplatory paths from my computer:&lt;br /&gt;
* OIS_HOME - A:/Libraries&lt;br /&gt;
* OGRE_HOME - A:/Libraries/OgreFromSourceCode (alternatively, if you use an SDK and do not compile from source, for example use: A:/Libraries/OgreSDK )&lt;br /&gt;
* OGRE_SDK - A:/Libraries/OgreFromSourceCode/build (alternatively, if you use an SDK and do not compile from source, for example use: A:/Libraries/OgreSDK )&lt;br /&gt;
* Boost looks for C:/Boost and if nothing is there it looks for BOOST_ROOT env variable: http://stackoverflow.com/a/8770217/3144964&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to acquire the CEGUI source code ==&lt;br /&gt;
Here are all the links you will need to build CEGUI and its dependencies - which is the recommended approach:&lt;br /&gt;
* Visit the [http://static.cegui.org.uk/docs/current/downloading.html reference manual] for instructions on obtaining the latest CEGUI source code (be sure to be on a '''stable branch''', for example v0-8) - this is the recommended approach as it will include the latest fixes.&lt;br /&gt;
'''Note''': If the branch version's source code seems to be unstable or not working, you can try the [http://sourceforge.net/projects/crayzedsgui/files/latest/download?source=files latest stable release] or select a Release version from the [http://cegui.org.uk/download downloads page].&lt;br /&gt;
* '''Additionally''' to the CEGUI source code you will need [http://sourceforge.net/projects/crayzedsgui/files/CEGUI%20Mk-2%20Dependencies/0.8.x/cegui-deps-0.8.x-src.zip/download the source code of the CEGUI dependencies]. Download it and build the dependencies on your system (debug &amp;amp; release modes are common and are recommended to be built). You can use this document as guideline for the building process if needed: [http://static.cegui.org.uk/docs/current/building_deps.html Building dependencies]. Move the &amp;quot;dependencies&amp;quot; folder, which should have been created during the build process and should contain the headers, .lib files and .dll files, into your CEGUI main folder, so that it will co-exist next to the folders &amp;quot;bin&amp;quot;, &amp;quot;cegui&amp;quot;, &amp;quot;datafiles&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A snapshot of using CMake ==&lt;br /&gt;
CMake has a great GUI that allows to change your project's configuration by specifiying the dependencies, renderers and parsers you want. You need to fill out the paths to all files and folders the dependencies require.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
''' Expand this to see an example on how to utilise the filters/search in CMake and how to set the Ogre variables'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{[[File:Ogrescreen.png|How to set CMake variables]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
''' Expand this for an example of fully set boost variables based on a boost binary release. Reminder: For Ogre you only need thze include folder and the &amp;quot;system&amp;quot; and &amp;quot;thread&amp;quot; libraries.'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{[[File:Boostconfig.png|How to set CMake Boost variables]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Optional: If you want to use CMake to set up your own project ==&lt;br /&gt;
We offer a FindCEGUI.cmake file in our repository [https://bitbucket.org/cegui/cegui/src/b975a6885624277808189ac3d503dea7ba82b1a7/cmake/FindCEGUI.cmake?at=v0-8&amp;amp;fileviewer=file-view-default *here*] that you may want to use. An example CMake file can be found in this post: http://www.ogre3d.org/addonforums/viewtopic.php?f=34&amp;amp;t=30480&amp;amp;p=103432#p103432&lt;br /&gt;
&lt;br /&gt;
= Step-by-step guide =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Important:''' If you make a mistake such as confusing Debug and Release paths and you already clicked &amp;quot;Configure&amp;quot; again, then please trigger &amp;quot;Delete Cache&amp;quot; (File-&amp;gt;Delete Cache) in Cmake and start from 0 again!&lt;br /&gt;
Also we recommend you to switch on the &amp;quot;Advanced&amp;quot; and &amp;quot;Grouped&amp;quot; checkboxes.&lt;br /&gt;
* 1. Get the appropriate '''CEGUI''' version from the CEGUI download page or get the very latest CEGUI version from the SVN repository (see links and info above).&lt;br /&gt;
&lt;br /&gt;
* 2. Get the latest '''Ogre''' version. If you are build it yourself (recommended), you will need to compile/link it first in the modes you want to use (Debug/Release) to get Ogre's .lib and .dll files ready for CEGUI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steps for Microsoft Visual Studio ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.8.x ===&lt;br /&gt;
* 3. Open the CMake GUI Utility&lt;br /&gt;
* 4. Set the '''source path''' to the directory where your CEGUI files are located (e.g. C:/CEGUI - contains folders like 'cegui' 'cmake' 'datafiles', etc. )&lt;br /&gt;
* 5. Set the '''build path''' to the directory where you want CMake to generate your build configuration(e.g. C:/CEGUI/build)&lt;br /&gt;
* 6. Press the '''Configure''' button. At this stage CMake will ask you for a generator for this project(e.g. Visual Studio 10) and then will try to find the required packages needed by CEGUI. Please note that you should have the CEGUI dependencies built and installed in your CEGUI_ROOT directory. E.g. if your CEGUI directory is C:/CEGUI then the dependencies would be expected to be in C:/CEGUI/dependencies by default&lt;br /&gt;
* 7. Search the '''CEGUI_BUILD_RENDERER_OGRE''' boolean variable in the list of CMake GUI Utility and set the value to TRUE by clicking on the checkbox. &lt;br /&gt;
* 8. Check if OGRE and OIS (and boost - '''IF''' your Ogre version was built with boost as dependency) were found by cmake. (For more information about how boost can be found by CMake please see the Cmake docu: http://www.cmake.org/cmake/help/git-master/module/FindBoost.html) Look through the CMake GUI Utility output to see if there is a message like 'Could NOT find OGRE'. '''If both Ogre and OIS (and boost) were found (and reference the right version in case you got multiple ones) you can jump to step #9 now'''. &amp;lt;span style=&amp;quot;color:#3333AA&amp;quot;&amp;gt;  If this was not the case it means that you either have not set the environment variables for Ogre (OGRE_SDK and OGRE_HOME) and OIS (OIS_HOME) at all, or that you have not set them correctly. You can try to fix this and click configure again to see if it works. If it does you can skip to #9. If it does not work then set the paths yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
''' Expand this field to get a very elaborate explanation on the CMake settings for Ogre, OIS and Boost including examplatory paths: '''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{BUILD_OGRE_FOR_CEGUI_0_8_HELP}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 9 After you changed all the CMake settings to your liking (deactivating/activating Image codecs, parsers, renderer, etc.) you have to rerun '''Configure'''. You need to do this in order to save your additional variables in the CMake cache and in the build configuration.&lt;br /&gt;
* 10 Press the '''Generate''' button. At this stage CMake will read your build configuration and then generate a solution using your selected generator.&lt;br /&gt;
* 11 Go to the cegui build directory and open the Visual Studio solution '''cegui.sln'''&lt;br /&gt;
* 12 Build the entire cegui solution.&lt;br /&gt;
* 13 (Optional) Start the SampleBrowser to see if the samples work correctly (don't forget to copy the created samples.xml from build/datafiles/samples to your datafiles/samples folder so that the SampleBrowser can find the samples you want to use. Also make sure you copied all the dlls that your setup requires to the foldering containing the SampleBrowser.exe and in Visual Studio: for Project-&amp;gt;Properties-&amp;gt;Debugging-&amp;gt;Working Directory set the value to $(OutDir) )&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.7.x ===&lt;br /&gt;
* 3. In your CEGUI folder there should be a folder called &amp;quot;'''projects'''&amp;quot; with a subfolder called &amp;quot;'''premake'''&amp;quot;. It is recommended to use the [https://sourceforge.net/projects/crayzedsgui/files/CEGUI%20Mk-2/premake/premake-3.7-custom.zip/download custom premake version of CEGUI]. Otherwise you can get version 3.6 or 3.7 of premake. Once you have premake extract the '''premake.exe''' file into the said folder.&lt;br /&gt;
&lt;br /&gt;
* 4. Open '''config.lua''' in the premake folder and edit the Ogre and OIS paths accordingly, so that they will point to the dependency files. In my case for example the 2 lines look like this (having the OGRE and CEGUI main folders on the same level):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
OGRE_PATHS = { &amp;quot;../OGRE&amp;quot;, &amp;quot;include/OGRE&amp;quot;, &amp;quot;lib&amp;quot; }&lt;br /&gt;
OIS_PATHS = { &amp;quot;../OGRE&amp;quot;, &amp;quot;include/OIS&amp;quot;, &amp;quot;lib&amp;quot; }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Remember to use forward slashes here! Just copying the paths from the Windows explorer will give you backward slashes. Replace them!&lt;br /&gt;
&lt;br /&gt;
Next, set all Renderers you do not need to &amp;quot;false&amp;quot;, in this case we will only need ''OGRE_RENDERER''. You can also set all samples to false, except maybe ''SAMPLES_OGRE'' if you want to compile those.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Since Ogre 1.7 the &amp;quot;boost&amp;quot; library is a new dependency of OGRE. If you are unsure if your Ogre version needs boost, you might want to check if there is a boost folder in your Ogre main folder. In case your Ogre version makes use of boost, you will additionally add boost to the extra paths of CEGUIOgreRenderer, in my case it looks like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CEGUI_EXTRA_PATHS = { &lt;br /&gt;
{ &amp;quot;../OGRE/boost_1_42&amp;quot;, &amp;quot;&amp;quot;, &amp;quot;lib&amp;quot;, &amp;quot;CEGUIOgreRenderer&amp;quot; }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 5. Next, we create our Visual Studio Projects - Execute '''build_vs2008.bat''' to create a Visual Studio 2008 project or execute any other .bat file for your respective compiler version.&lt;br /&gt;
&lt;br /&gt;
* 6. This should create '''CEGUI.sln''' in the premake folder. Open it.&lt;br /&gt;
&lt;br /&gt;
* 7. If you have the Ogre lib files seperated into a Debug and Release folder, you will have to change the path in the '''Linker''' settings of the project so they will point to the '''lib/Debug''' or '''lib/Release''' folder for each configuration respectively.&lt;br /&gt;
&lt;br /&gt;
* 8. '''Build''' the '''CEGUIOgreRenderer''' in Debug and Release mode.&lt;br /&gt;
* 9. Now that you have built the .dll files and .lib files for CEGUI by yourself, you only have to change the linker settings of your project so that the needed .lib files and their folder paths are included there. Also you might want to include the dll's into a folder where your executable application will find them (for example just the folder your executable starts from). Finally remember to set the CEGUI '''include''' directory (for example &amp;quot;..\..\CEGUI\cegui\include\cegui&amp;quot;) inside your C++ project settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steps for GNU and Unix-like environments ==&lt;br /&gt;
===CEGUI 0.8.x ===&lt;br /&gt;
&lt;br /&gt;
Going to the extracted CEGUI source directory and running the following commands seems to work. It also seems that the configurations are not used anymore. (noobnote: don't include the dollar-signs at the start of the lines. They represent the prompt.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
$ export NUMBER_OF_CORES=`cat /proc/cpuinfo | grep &amp;quot;cpu cores&amp;quot; | uniq | awk '{print $4}'`&lt;br /&gt;
&lt;br /&gt;
$ cmake -D CMAKE_BUILD_TYPE=Release ..&lt;br /&gt;
&lt;br /&gt;
$ make -j$NUMBER_OF_CORES&lt;br /&gt;
&lt;br /&gt;
$ sudo make install&lt;br /&gt;
&lt;br /&gt;
$ sudo ldconfig&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If everything worked out, you now have CEGUI up and running!&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.7.x ===&lt;br /&gt;
Going to the extracted CEGUI source directory and running the following commands seems to work (noobnote: don't include the dollar-signs at the start of the lines. They represent the prompt.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ ./bootstrap &amp;amp;&amp;amp; mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
$ export NUMBER_OF_CORES=`cat /proc/cpuinfo | grep &amp;quot;cpu cores&amp;quot; | uniq | awk '{print $4}'`&lt;br /&gt;
&lt;br /&gt;
$ ../configure &amp;amp;&amp;amp; make -j$NUMBER_OF_CORES&lt;br /&gt;
&lt;br /&gt;
$ sudo make install&lt;br /&gt;
&lt;br /&gt;
$ sudo ldconfig&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If everything worked out, you now have CEGUI up and running!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Errors==&lt;br /&gt;
*CEGUI Exception - bad allocation&lt;br /&gt;
This error is rather cryptic in its meaning and can occur when linking debug libraries to release libraries or vice-versa. Simply check all CMAKE paths to see if you accidently mixed up the debug and release paths for libraries (OIS, Ogre). If you did not then this might be due to a now-fixed error in 0.8.3. If this is the case you will have to change the .lib file to the OgreMain_d.lib version in Debug mode. Otherwise delete the cache (see mention above) and restart the CMake configuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
Feel free to edit this page using your CEGUI forum account login if you want to append something. If you have questions you can ask in the CEGUI forum or join our IRC channel #cegui on irc.freenode.net - &lt;br /&gt;
In case you need help building Ogre in general, I'd recommend reading for example [http://blog.tidalware.com/2009/08/building-ogre-with-visual-studio/ this short guide (might be outdated though)].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Ogre-wiki version of this article you can also check this link: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Building+CEGUI&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTo]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Building_CEGUI_for_Ogre_/_OgreRenderer&amp;diff=5764</id>
		<title>Building CEGUI for Ogre / OgreRenderer</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Building_CEGUI_for_Ogre_/_OgreRenderer&amp;diff=5764"/>
				<updated>2016-05-01T10:48:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Optional: If you want to use CMake to set up your own project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{VersionBadge|0.8}}&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
Since Ogre version 1.7 the CEGUI library isn't an Ogre dependency anymore and was replaced by a very simple UI overlay mainly used for the Ogre demos. Users now have to compile the CEGUI library against Ogre on their own, to use CEGUI together with Ogre. This guide has been created to help users building CEGUI against Ogre. We recommend CMake 2.8.X for all version of CEGUI at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tested versions ==&lt;br /&gt;
* CEGUI 0.8.X and v0-8 branch supports basic configurations of Ogre 1.7 and 1.8 and 1.9. Other versions and specific configurations (such as using boost) are supported but might require additional steps from your side (see below).&lt;br /&gt;
* CEGUI 0.8.5 (not yet released at the point of writing) and v0-8 branch support Ogre 2.0 and 2.1 with OGL3+ Renderer only.&lt;br /&gt;
* CEGUI v-0 branch and releases starting with 0.8.4 will support Ogre 1.7, 1.8, 1.9. They will also be updated from time to time to support the current version of Ogre default branch (right now it works with the Ogre default branch version of 6th Jan. 2014, including Ogre's OGL3 Renderer)&lt;br /&gt;
* CEGUI default branch (unstable) contains an entirely changed but mostly functional OgreRenderer that should work with 1.7-2.0 but might need to be tested further.&lt;br /&gt;
&lt;br /&gt;
== Environment variables for CMake ==&lt;br /&gt;
If you installed Ogre (or OIS or Boost), then certain environment variables might have been set on your computer already, helping CMake find your Ogre version (or OIS or boost). Here are some examplatory paths from my computer:&lt;br /&gt;
* OIS_HOME - A:/Libraries&lt;br /&gt;
* OGRE_HOME - A:/Libraries/OgreFromSourceCode (alternatively, if you use an SDK and do not compile from source, for example use: A:/Libraries/OgreSDK )&lt;br /&gt;
* OGRE_SDK - A:/Libraries/OgreFromSourceCode/build (alternatively, if you use an SDK and do not compile from source, for example use: A:/Libraries/OgreSDK )&lt;br /&gt;
* Boost looks for C:/Boost and if nothing is there it looks for BOOST_ROOT env variable: http://stackoverflow.com/a/8770217/3144964&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to acquire the CEGUI source code ==&lt;br /&gt;
Here are all the links you will need to build CEGUI and its dependencies - which is the recommended approach:&lt;br /&gt;
* Visit the [http://static.cegui.org.uk/docs/current/downloading.html reference manual] for instructions on obtaining the latest CEGUI source code (be sure to be on a '''stable branch''', for example v0-8) - this is the recommended approach as it will include the latest fixes.&lt;br /&gt;
'''Note''': If the branch version's source code seems to be unstable or not working, you can try the [http://sourceforge.net/projects/crayzedsgui/files/latest/download?source=files latest stable release] or select a Release version from the [http://cegui.org.uk/download downloads page].&lt;br /&gt;
* '''Additionally''' to the CEGUI source code you will need [http://sourceforge.net/projects/crayzedsgui/files/CEGUI%20Mk-2%20Dependencies/0.8.x/cegui-deps-0.8.x-src.zip/download the source code of the CEGUI dependencies]. Download it and build the dependencies on your system (debug &amp;amp; release modes are common and are recommended to be built). You can use this document as guideline for the building process if needed: [http://static.cegui.org.uk/docs/current/building_deps.html Building dependencies]. Move the &amp;quot;dependencies&amp;quot; folder, which should have been created during the build process and should contain the headers, .lib files and .dll files, into your CEGUI main folder, so that it will co-exist next to the folders &amp;quot;bin&amp;quot;, &amp;quot;cegui&amp;quot;, &amp;quot;datafiles&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A snapshot of using CMake ==&lt;br /&gt;
CMake has a great GUI that allows to change your project's configuration by specifiying the dependencies, renderers and parsers you want. You need to fill out the paths to all files and folders the dependencies require.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
''' Expand this to see an example on how to utilise the filters/search in CMake and how to set the Ogre variables'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{[[File:Ogrescreen.png|How to set CMake variables]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Optional: If you want to use CMake to set up your own project ==&lt;br /&gt;
We offer a FindCEGUI.cmake file in our repository [https://bitbucket.org/cegui/cegui/src/b975a6885624277808189ac3d503dea7ba82b1a7/cmake/FindCEGUI.cmake?at=v0-8&amp;amp;fileviewer=file-view-default *here*] that you may want to use. An example CMake file can be found in this post: http://www.ogre3d.org/addonforums/viewtopic.php?f=34&amp;amp;t=30480&amp;amp;p=103432#p103432&lt;br /&gt;
&lt;br /&gt;
= Step-by-step guide =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Important:''' If you make a mistake such as confusing Debug and Release paths and you already clicked &amp;quot;Configure&amp;quot; again, then please trigger &amp;quot;Delete Cache&amp;quot; (File-&amp;gt;Delete Cache) in Cmake and start from 0 again!&lt;br /&gt;
Also we recommend you to switch on the &amp;quot;Advanced&amp;quot; and &amp;quot;Grouped&amp;quot; checkboxes.&lt;br /&gt;
* 1. Get the appropriate '''CEGUI''' version from the CEGUI download page or get the very latest CEGUI version from the SVN repository (see links and info above).&lt;br /&gt;
&lt;br /&gt;
* 2. Get the latest '''Ogre''' version. If you are build it yourself (recommended), you will need to compile/link it first in the modes you want to use (Debug/Release) to get Ogre's .lib and .dll files ready for CEGUI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steps for Microsoft Visual Studio ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.8.x ===&lt;br /&gt;
* 3. Open the CMake GUI Utility&lt;br /&gt;
* 4. Set the '''source path''' to the directory where your CEGUI files are located (e.g. C:/CEGUI - contains folders like 'cegui' 'cmake' 'datafiles', etc. )&lt;br /&gt;
* 5. Set the '''build path''' to the directory where you want CMake to generate your build configuration(e.g. C:/CEGUI/build)&lt;br /&gt;
* 6. Press the '''Configure''' button. At this stage CMake will ask you for a generator for this project(e.g. Visual Studio 10) and then will try to find the required packages needed by CEGUI. Please note that you should have the CEGUI dependencies built and installed in your CEGUI_ROOT directory. E.g. if your CEGUI directory is C:/CEGUI then the dependencies would be expected to be in C:/CEGUI/dependencies by default&lt;br /&gt;
* 7. Search the '''CEGUI_BUILD_RENDERER_OGRE''' boolean variable in the list of CMake GUI Utility and set the value to TRUE by clicking on the checkbox. &lt;br /&gt;
* 8. Check if OGRE and OIS (and boost - '''IF''' your Ogre version was built with boost as dependency) were found by cmake. (For more information about how boost can be found by CMake please see the Cmake docu: http://www.cmake.org/cmake/help/git-master/module/FindBoost.html) Look through the CMake GUI Utility output to see if there is a message like 'Could NOT find OGRE'. '''If both Ogre and OIS (and boost) were found (and reference the right version in case you got multiple ones) you can jump to step #9 now'''. &amp;lt;span style=&amp;quot;color:#3333AA&amp;quot;&amp;gt;  If this was not the case it means that you either have not set the environment variables for Ogre (OGRE_SDK and OGRE_HOME) and OIS (OIS_HOME) at all, or that you have not set them correctly. You can try to fix this and click configure again to see if it works. If it does you can skip to #9. If it does not work then set the paths yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
''' Expand this field to get a very elaborate explanation on the CMake settings for Ogre, OIS and Boost including examplatory paths: '''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{BUILD_OGRE_FOR_CEGUI_0_8_HELP}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 9 After you changed all the CMake settings to your liking (deactivating/activating Image codecs, parsers, renderer, etc.) you have to rerun '''Configure'''. You need to do this in order to save your additional variables in the CMake cache and in the build configuration.&lt;br /&gt;
* 10 Press the '''Generate''' button. At this stage CMake will read your build configuration and then generate a solution using your selected generator.&lt;br /&gt;
* 11 Go to the cegui build directory and open the Visual Studio solution '''cegui.sln'''&lt;br /&gt;
* 12 Build the entire cegui solution.&lt;br /&gt;
* 13 (Optional) Start the SampleBrowser to see if the samples work correctly (don't forget to copy the created samples.xml from build/datafiles/samples to your datafiles/samples folder so that the SampleBrowser can find the samples you want to use. Also make sure you copied all the dlls that your setup requires to the foldering containing the SampleBrowser.exe and in Visual Studio: for Project-&amp;gt;Properties-&amp;gt;Debugging-&amp;gt;Working Directory set the value to $(OutDir) )&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.7.x ===&lt;br /&gt;
* 3. In your CEGUI folder there should be a folder called &amp;quot;'''projects'''&amp;quot; with a subfolder called &amp;quot;'''premake'''&amp;quot;. It is recommended to use the [https://sourceforge.net/projects/crayzedsgui/files/CEGUI%20Mk-2/premake/premake-3.7-custom.zip/download custom premake version of CEGUI]. Otherwise you can get version 3.6 or 3.7 of premake. Once you have premake extract the '''premake.exe''' file into the said folder.&lt;br /&gt;
&lt;br /&gt;
* 4. Open '''config.lua''' in the premake folder and edit the Ogre and OIS paths accordingly, so that they will point to the dependency files. In my case for example the 2 lines look like this (having the OGRE and CEGUI main folders on the same level):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
OGRE_PATHS = { &amp;quot;../OGRE&amp;quot;, &amp;quot;include/OGRE&amp;quot;, &amp;quot;lib&amp;quot; }&lt;br /&gt;
OIS_PATHS = { &amp;quot;../OGRE&amp;quot;, &amp;quot;include/OIS&amp;quot;, &amp;quot;lib&amp;quot; }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Remember to use forward slashes here! Just copying the paths from the Windows explorer will give you backward slashes. Replace them!&lt;br /&gt;
&lt;br /&gt;
Next, set all Renderers you do not need to &amp;quot;false&amp;quot;, in this case we will only need ''OGRE_RENDERER''. You can also set all samples to false, except maybe ''SAMPLES_OGRE'' if you want to compile those.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Since Ogre 1.7 the &amp;quot;boost&amp;quot; library is a new dependency of OGRE. If you are unsure if your Ogre version needs boost, you might want to check if there is a boost folder in your Ogre main folder. In case your Ogre version makes use of boost, you will additionally add boost to the extra paths of CEGUIOgreRenderer, in my case it looks like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CEGUI_EXTRA_PATHS = { &lt;br /&gt;
{ &amp;quot;../OGRE/boost_1_42&amp;quot;, &amp;quot;&amp;quot;, &amp;quot;lib&amp;quot;, &amp;quot;CEGUIOgreRenderer&amp;quot; }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 5. Next, we create our Visual Studio Projects - Execute '''build_vs2008.bat''' to create a Visual Studio 2008 project or execute any other .bat file for your respective compiler version.&lt;br /&gt;
&lt;br /&gt;
* 6. This should create '''CEGUI.sln''' in the premake folder. Open it.&lt;br /&gt;
&lt;br /&gt;
* 7. If you have the Ogre lib files seperated into a Debug and Release folder, you will have to change the path in the '''Linker''' settings of the project so they will point to the '''lib/Debug''' or '''lib/Release''' folder for each configuration respectively.&lt;br /&gt;
&lt;br /&gt;
* 8. '''Build''' the '''CEGUIOgreRenderer''' in Debug and Release mode.&lt;br /&gt;
* 9. Now that you have built the .dll files and .lib files for CEGUI by yourself, you only have to change the linker settings of your project so that the needed .lib files and their folder paths are included there. Also you might want to include the dll's into a folder where your executable application will find them (for example just the folder your executable starts from). Finally remember to set the CEGUI '''include''' directory (for example &amp;quot;..\..\CEGUI\cegui\include\cegui&amp;quot;) inside your C++ project settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steps for GNU and Unix-like environments ==&lt;br /&gt;
===CEGUI 0.8.x ===&lt;br /&gt;
&lt;br /&gt;
Going to the extracted CEGUI source directory and running the following commands seems to work. It also seems that the configurations are not used anymore. (noobnote: don't include the dollar-signs at the start of the lines. They represent the prompt.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
$ export NUMBER_OF_CORES=`cat /proc/cpuinfo | grep &amp;quot;cpu cores&amp;quot; | uniq | awk '{print $4}'`&lt;br /&gt;
&lt;br /&gt;
$ cmake -D CMAKE_BUILD_TYPE=Release ..&lt;br /&gt;
&lt;br /&gt;
$ make -j$NUMBER_OF_CORES&lt;br /&gt;
&lt;br /&gt;
$ sudo make install&lt;br /&gt;
&lt;br /&gt;
$ sudo ldconfig&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If everything worked out, you now have CEGUI up and running!&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.7.x ===&lt;br /&gt;
Going to the extracted CEGUI source directory and running the following commands seems to work (noobnote: don't include the dollar-signs at the start of the lines. They represent the prompt.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ ./bootstrap &amp;amp;&amp;amp; mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
$ export NUMBER_OF_CORES=`cat /proc/cpuinfo | grep &amp;quot;cpu cores&amp;quot; | uniq | awk '{print $4}'`&lt;br /&gt;
&lt;br /&gt;
$ ../configure &amp;amp;&amp;amp; make -j$NUMBER_OF_CORES&lt;br /&gt;
&lt;br /&gt;
$ sudo make install&lt;br /&gt;
&lt;br /&gt;
$ sudo ldconfig&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If everything worked out, you now have CEGUI up and running!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Errors==&lt;br /&gt;
*CEGUI Exception - bad allocation&lt;br /&gt;
This error is rather cryptic in its meaning and can occur when linking debug libraries to release libraries or vice-versa. Simply check all CMAKE paths to see if you accidently mixed up the debug and release paths for libraries (OIS, Ogre). If you did not then this might be due to a now-fixed error in 0.8.3. If this is the case you will have to change the .lib file to the OgreMain_d.lib version in Debug mode. Otherwise delete the cache (see mention above) and restart the CMake configuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
Feel free to edit this page using your CEGUI forum account login if you want to append something. If you have questions you can ask in the CEGUI forum or join our IRC channel #cegui on irc.freenode.net - &lt;br /&gt;
In case you need help building Ogre in general, I'd recommend reading for example [http://blog.tidalware.com/2009/08/building-ogre-with-visual-studio/ this short guide (might be outdated though)].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Ogre-wiki version of this article you can also check this link: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Building+CEGUI&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTo]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Building_CEGUI_for_Ogre_/_OgreRenderer&amp;diff=5763</id>
		<title>Building CEGUI for Ogre / OgreRenderer</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Building_CEGUI_for_Ogre_/_OgreRenderer&amp;diff=5763"/>
				<updated>2016-05-01T10:48:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{VersionBadge|0.8}}&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
Since Ogre version 1.7 the CEGUI library isn't an Ogre dependency anymore and was replaced by a very simple UI overlay mainly used for the Ogre demos. Users now have to compile the CEGUI library against Ogre on their own, to use CEGUI together with Ogre. This guide has been created to help users building CEGUI against Ogre. We recommend CMake 2.8.X for all version of CEGUI at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tested versions ==&lt;br /&gt;
* CEGUI 0.8.X and v0-8 branch supports basic configurations of Ogre 1.7 and 1.8 and 1.9. Other versions and specific configurations (such as using boost) are supported but might require additional steps from your side (see below).&lt;br /&gt;
* CEGUI 0.8.5 (not yet released at the point of writing) and v0-8 branch support Ogre 2.0 and 2.1 with OGL3+ Renderer only.&lt;br /&gt;
* CEGUI v-0 branch and releases starting with 0.8.4 will support Ogre 1.7, 1.8, 1.9. They will also be updated from time to time to support the current version of Ogre default branch (right now it works with the Ogre default branch version of 6th Jan. 2014, including Ogre's OGL3 Renderer)&lt;br /&gt;
* CEGUI default branch (unstable) contains an entirely changed but mostly functional OgreRenderer that should work with 1.7-2.0 but might need to be tested further.&lt;br /&gt;
&lt;br /&gt;
== Environment variables for CMake ==&lt;br /&gt;
If you installed Ogre (or OIS or Boost), then certain environment variables might have been set on your computer already, helping CMake find your Ogre version (or OIS or boost). Here are some examplatory paths from my computer:&lt;br /&gt;
* OIS_HOME - A:/Libraries&lt;br /&gt;
* OGRE_HOME - A:/Libraries/OgreFromSourceCode (alternatively, if you use an SDK and do not compile from source, for example use: A:/Libraries/OgreSDK )&lt;br /&gt;
* OGRE_SDK - A:/Libraries/OgreFromSourceCode/build (alternatively, if you use an SDK and do not compile from source, for example use: A:/Libraries/OgreSDK )&lt;br /&gt;
* Boost looks for C:/Boost and if nothing is there it looks for BOOST_ROOT env variable: http://stackoverflow.com/a/8770217/3144964&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to acquire the CEGUI source code ==&lt;br /&gt;
Here are all the links you will need to build CEGUI and its dependencies - which is the recommended approach:&lt;br /&gt;
* Visit the [http://static.cegui.org.uk/docs/current/downloading.html reference manual] for instructions on obtaining the latest CEGUI source code (be sure to be on a '''stable branch''', for example v0-8) - this is the recommended approach as it will include the latest fixes.&lt;br /&gt;
'''Note''': If the branch version's source code seems to be unstable or not working, you can try the [http://sourceforge.net/projects/crayzedsgui/files/latest/download?source=files latest stable release] or select a Release version from the [http://cegui.org.uk/download downloads page].&lt;br /&gt;
* '''Additionally''' to the CEGUI source code you will need [http://sourceforge.net/projects/crayzedsgui/files/CEGUI%20Mk-2%20Dependencies/0.8.x/cegui-deps-0.8.x-src.zip/download the source code of the CEGUI dependencies]. Download it and build the dependencies on your system (debug &amp;amp; release modes are common and are recommended to be built). You can use this document as guideline for the building process if needed: [http://static.cegui.org.uk/docs/current/building_deps.html Building dependencies]. Move the &amp;quot;dependencies&amp;quot; folder, which should have been created during the build process and should contain the headers, .lib files and .dll files, into your CEGUI main folder, so that it will co-exist next to the folders &amp;quot;bin&amp;quot;, &amp;quot;cegui&amp;quot;, &amp;quot;datafiles&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A snapshot of using CMake ==&lt;br /&gt;
CMake has a great GUI that allows to change your project's configuration by specifiying the dependencies, renderers and parsers you want. You need to fill out the paths to all files and folders the dependencies require.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
''' Expand this to see an example on how to utilise the filters/search in CMake and how to set the Ogre variables'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{[[File:Ogrescreen.png|How to set CMake variables]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Optional: If you want to use CMake to set up your own project ==&lt;br /&gt;
We offer a FindCEGUI.cmake file in our repository [https://bitbucket.org/cegui/cegui/src/b975a6885624277808189ac3d503dea7ba82b1a7/cmake/FindCEGUI.cmake?at=v0-8&amp;amp;fileviewer=file-view-default *here*] that you may want to use. An example CMake file can be found in this post: http://www.ogre3d.org/addonforums/viewtopic.php?f=34&amp;amp;t=30480&amp;amp;p=103432#p103432&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
''' Expand this for an example of fully set boost variables based on a boost binary release. Reminder: For Ogre you only need thze include folder and the &amp;quot;system&amp;quot; and &amp;quot;thread&amp;quot; libraries.'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{[[File:Boostconfig.png|How to set CMake Boost variables]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Step-by-step guide =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Important:''' If you make a mistake such as confusing Debug and Release paths and you already clicked &amp;quot;Configure&amp;quot; again, then please trigger &amp;quot;Delete Cache&amp;quot; (File-&amp;gt;Delete Cache) in Cmake and start from 0 again!&lt;br /&gt;
Also we recommend you to switch on the &amp;quot;Advanced&amp;quot; and &amp;quot;Grouped&amp;quot; checkboxes.&lt;br /&gt;
* 1. Get the appropriate '''CEGUI''' version from the CEGUI download page or get the very latest CEGUI version from the SVN repository (see links and info above).&lt;br /&gt;
&lt;br /&gt;
* 2. Get the latest '''Ogre''' version. If you are build it yourself (recommended), you will need to compile/link it first in the modes you want to use (Debug/Release) to get Ogre's .lib and .dll files ready for CEGUI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steps for Microsoft Visual Studio ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.8.x ===&lt;br /&gt;
* 3. Open the CMake GUI Utility&lt;br /&gt;
* 4. Set the '''source path''' to the directory where your CEGUI files are located (e.g. C:/CEGUI - contains folders like 'cegui' 'cmake' 'datafiles', etc. )&lt;br /&gt;
* 5. Set the '''build path''' to the directory where you want CMake to generate your build configuration(e.g. C:/CEGUI/build)&lt;br /&gt;
* 6. Press the '''Configure''' button. At this stage CMake will ask you for a generator for this project(e.g. Visual Studio 10) and then will try to find the required packages needed by CEGUI. Please note that you should have the CEGUI dependencies built and installed in your CEGUI_ROOT directory. E.g. if your CEGUI directory is C:/CEGUI then the dependencies would be expected to be in C:/CEGUI/dependencies by default&lt;br /&gt;
* 7. Search the '''CEGUI_BUILD_RENDERER_OGRE''' boolean variable in the list of CMake GUI Utility and set the value to TRUE by clicking on the checkbox. &lt;br /&gt;
* 8. Check if OGRE and OIS (and boost - '''IF''' your Ogre version was built with boost as dependency) were found by cmake. (For more information about how boost can be found by CMake please see the Cmake docu: http://www.cmake.org/cmake/help/git-master/module/FindBoost.html) Look through the CMake GUI Utility output to see if there is a message like 'Could NOT find OGRE'. '''If both Ogre and OIS (and boost) were found (and reference the right version in case you got multiple ones) you can jump to step #9 now'''. &amp;lt;span style=&amp;quot;color:#3333AA&amp;quot;&amp;gt;  If this was not the case it means that you either have not set the environment variables for Ogre (OGRE_SDK and OGRE_HOME) and OIS (OIS_HOME) at all, or that you have not set them correctly. You can try to fix this and click configure again to see if it works. If it does you can skip to #9. If it does not work then set the paths yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
''' Expand this field to get a very elaborate explanation on the CMake settings for Ogre, OIS and Boost including examplatory paths: '''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{BUILD_OGRE_FOR_CEGUI_0_8_HELP}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 9 After you changed all the CMake settings to your liking (deactivating/activating Image codecs, parsers, renderer, etc.) you have to rerun '''Configure'''. You need to do this in order to save your additional variables in the CMake cache and in the build configuration.&lt;br /&gt;
* 10 Press the '''Generate''' button. At this stage CMake will read your build configuration and then generate a solution using your selected generator.&lt;br /&gt;
* 11 Go to the cegui build directory and open the Visual Studio solution '''cegui.sln'''&lt;br /&gt;
* 12 Build the entire cegui solution.&lt;br /&gt;
* 13 (Optional) Start the SampleBrowser to see if the samples work correctly (don't forget to copy the created samples.xml from build/datafiles/samples to your datafiles/samples folder so that the SampleBrowser can find the samples you want to use. Also make sure you copied all the dlls that your setup requires to the foldering containing the SampleBrowser.exe and in Visual Studio: for Project-&amp;gt;Properties-&amp;gt;Debugging-&amp;gt;Working Directory set the value to $(OutDir) )&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.7.x ===&lt;br /&gt;
* 3. In your CEGUI folder there should be a folder called &amp;quot;'''projects'''&amp;quot; with a subfolder called &amp;quot;'''premake'''&amp;quot;. It is recommended to use the [https://sourceforge.net/projects/crayzedsgui/files/CEGUI%20Mk-2/premake/premake-3.7-custom.zip/download custom premake version of CEGUI]. Otherwise you can get version 3.6 or 3.7 of premake. Once you have premake extract the '''premake.exe''' file into the said folder.&lt;br /&gt;
&lt;br /&gt;
* 4. Open '''config.lua''' in the premake folder and edit the Ogre and OIS paths accordingly, so that they will point to the dependency files. In my case for example the 2 lines look like this (having the OGRE and CEGUI main folders on the same level):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
OGRE_PATHS = { &amp;quot;../OGRE&amp;quot;, &amp;quot;include/OGRE&amp;quot;, &amp;quot;lib&amp;quot; }&lt;br /&gt;
OIS_PATHS = { &amp;quot;../OGRE&amp;quot;, &amp;quot;include/OIS&amp;quot;, &amp;quot;lib&amp;quot; }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Remember to use forward slashes here! Just copying the paths from the Windows explorer will give you backward slashes. Replace them!&lt;br /&gt;
&lt;br /&gt;
Next, set all Renderers you do not need to &amp;quot;false&amp;quot;, in this case we will only need ''OGRE_RENDERER''. You can also set all samples to false, except maybe ''SAMPLES_OGRE'' if you want to compile those.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Since Ogre 1.7 the &amp;quot;boost&amp;quot; library is a new dependency of OGRE. If you are unsure if your Ogre version needs boost, you might want to check if there is a boost folder in your Ogre main folder. In case your Ogre version makes use of boost, you will additionally add boost to the extra paths of CEGUIOgreRenderer, in my case it looks like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CEGUI_EXTRA_PATHS = { &lt;br /&gt;
{ &amp;quot;../OGRE/boost_1_42&amp;quot;, &amp;quot;&amp;quot;, &amp;quot;lib&amp;quot;, &amp;quot;CEGUIOgreRenderer&amp;quot; }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 5. Next, we create our Visual Studio Projects - Execute '''build_vs2008.bat''' to create a Visual Studio 2008 project or execute any other .bat file for your respective compiler version.&lt;br /&gt;
&lt;br /&gt;
* 6. This should create '''CEGUI.sln''' in the premake folder. Open it.&lt;br /&gt;
&lt;br /&gt;
* 7. If you have the Ogre lib files seperated into a Debug and Release folder, you will have to change the path in the '''Linker''' settings of the project so they will point to the '''lib/Debug''' or '''lib/Release''' folder for each configuration respectively.&lt;br /&gt;
&lt;br /&gt;
* 8. '''Build''' the '''CEGUIOgreRenderer''' in Debug and Release mode.&lt;br /&gt;
* 9. Now that you have built the .dll files and .lib files for CEGUI by yourself, you only have to change the linker settings of your project so that the needed .lib files and their folder paths are included there. Also you might want to include the dll's into a folder where your executable application will find them (for example just the folder your executable starts from). Finally remember to set the CEGUI '''include''' directory (for example &amp;quot;..\..\CEGUI\cegui\include\cegui&amp;quot;) inside your C++ project settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steps for GNU and Unix-like environments ==&lt;br /&gt;
===CEGUI 0.8.x ===&lt;br /&gt;
&lt;br /&gt;
Going to the extracted CEGUI source directory and running the following commands seems to work. It also seems that the configurations are not used anymore. (noobnote: don't include the dollar-signs at the start of the lines. They represent the prompt.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
$ export NUMBER_OF_CORES=`cat /proc/cpuinfo | grep &amp;quot;cpu cores&amp;quot; | uniq | awk '{print $4}'`&lt;br /&gt;
&lt;br /&gt;
$ cmake -D CMAKE_BUILD_TYPE=Release ..&lt;br /&gt;
&lt;br /&gt;
$ make -j$NUMBER_OF_CORES&lt;br /&gt;
&lt;br /&gt;
$ sudo make install&lt;br /&gt;
&lt;br /&gt;
$ sudo ldconfig&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If everything worked out, you now have CEGUI up and running!&lt;br /&gt;
&lt;br /&gt;
===CEGUI 0.7.x ===&lt;br /&gt;
Going to the extracted CEGUI source directory and running the following commands seems to work (noobnote: don't include the dollar-signs at the start of the lines. They represent the prompt.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ ./bootstrap &amp;amp;&amp;amp; mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
$ export NUMBER_OF_CORES=`cat /proc/cpuinfo | grep &amp;quot;cpu cores&amp;quot; | uniq | awk '{print $4}'`&lt;br /&gt;
&lt;br /&gt;
$ ../configure &amp;amp;&amp;amp; make -j$NUMBER_OF_CORES&lt;br /&gt;
&lt;br /&gt;
$ sudo make install&lt;br /&gt;
&lt;br /&gt;
$ sudo ldconfig&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If everything worked out, you now have CEGUI up and running!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Errors==&lt;br /&gt;
*CEGUI Exception - bad allocation&lt;br /&gt;
This error is rather cryptic in its meaning and can occur when linking debug libraries to release libraries or vice-versa. Simply check all CMAKE paths to see if you accidently mixed up the debug and release paths for libraries (OIS, Ogre). If you did not then this might be due to a now-fixed error in 0.8.3. If this is the case you will have to change the .lib file to the OgreMain_d.lib version in Debug mode. Otherwise delete the cache (see mention above) and restart the CMake configuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
Feel free to edit this page using your CEGUI forum account login if you want to append something. If you have questions you can ask in the CEGUI forum or join our IRC channel #cegui on irc.freenode.net - &lt;br /&gt;
In case you need help building Ogre in general, I'd recommend reading for example [http://blog.tidalware.com/2009/08/building-ogre-with-visual-studio/ this short guide (might be outdated though)].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Ogre-wiki version of this article you can also check this link: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Building+CEGUI&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTo]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Release_Checklist&amp;diff=5761</id>
		<title>Release Checklist</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Release_Checklist&amp;diff=5761"/>
				<updated>2016-04-23T18:35:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* CEGUI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CEGUI ==&lt;br /&gt;
&lt;br /&gt;
This page is mainly for the CEGUI team and serves as a checklist to avoid forgetting steps when making a CEGUI release.&lt;br /&gt;
&lt;br /&gt;
* First check that the local repo is completely up-to-date and check that no unversioned files or uncommited changes are existing.&lt;br /&gt;
* Bump release version in CMakeLists.txt &lt;br /&gt;
* Bump ABI version in CMakeLists.txt&lt;br /&gt;
* Add change log entries from https://bitbucket.org/cegui/cegui/issues?milestone=0.8.4&amp;amp;status=resolved (change the version in the link) to doc/doxygen/changelog.dox&lt;br /&gt;
* Regenerate generated code/other files (i.e regen bindings etc)&lt;br /&gt;
* Create mercurial tag for release&lt;br /&gt;
* Make source packages.&lt;br /&gt;
* Build docs.&lt;br /&gt;
* Make docs packages.&lt;br /&gt;
* Upload!&lt;br /&gt;
* Make sure the new release is listed as the latest release on sourceforge, you can do this by clicking the &amp;quot;i&amp;quot; icon next to the file and selecting all operating systems --&amp;gt; SAVE (takes 3 mins to be updated)&lt;br /&gt;
* For 0.8.5 Release announce in the docs and in the Release news that this requires CMAke 0.8.11 minimum&lt;br /&gt;
* Create a release on the drupal page - http://cegui.org.uk/node/add/release&lt;br /&gt;
* Make sure N+1 version is in bitbucket issue-tracker or add it&lt;br /&gt;
* Generate docs and upload to static.cegui.org.uk, see http://bitbucket.org/cegui/docs-builder&lt;br /&gt;
* Update the server's htaccess in the static API docs folder to redirect to the latest minor version&lt;br /&gt;
* Post to twitter&lt;br /&gt;
* Post to google+&lt;br /&gt;
&lt;br /&gt;
== CEED ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5760</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5760"/>
				<updated>2016-04-02T22:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== CEGUI General ===&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
* CEGUI default: rename isActive() to isInFocus() or similar to be more meaningful? http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=7162&lt;br /&gt;
&lt;br /&gt;
=== Opengl Renderers === &lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
=== Renderers === &lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
=== SVG === &lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
=== SampleBrowser === &lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different facets. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
=== CEGUI docu === &lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SVG Tessellator tests === &lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
=== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs === &lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app === &lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= FINISHED =&lt;br /&gt;
&lt;br /&gt;
=== Add tooltips to some demo === &lt;br /&gt;
&amp;lt;strike&amp;gt;It is currently not covered anywhere. Or is it( need to check!)?&amp;lt;/strike&amp;gt;&lt;br /&gt;
Added to the look n' feel demo (and fixed some bugs with inherited tooltips that I noticed ;) )&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5759</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5759"/>
				<updated>2016-03-20T18:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== CEGUI General ===&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
&lt;br /&gt;
=== Opengl Renderers === &lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
=== Renderers === &lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
=== SVG === &lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
=== SampleBrowser === &lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different facets. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
=== CEGUI docu === &lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SVG Tessellator tests === &lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
=== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs === &lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app === &lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= FINISHED =&lt;br /&gt;
&lt;br /&gt;
=== Add tooltips to some demo === &lt;br /&gt;
&amp;lt;strike&amp;gt;It is currently not covered anywhere. Or is it( need to check!)?&amp;lt;/strike&amp;gt;&lt;br /&gt;
Added to the look n' feel demo (and fixed some bugs with inherited tooltips that I noticed ;) )&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5758</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5758"/>
				<updated>2016-03-20T18:52:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CEGUI General ==&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
&lt;br /&gt;
== Opengl Renderers ==&lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
== Renderers ==&lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
== SVG ==&lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
== SampleBrowser ==&lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different facets. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
== CEGUI docu ==&lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SVG Tessellator tests ==&lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app ==&lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= FINISHED =&lt;br /&gt;
&lt;br /&gt;
== Add tooltips to some demo ==&lt;br /&gt;
&amp;lt;strike&amp;gt;It is currently not covered anywhere. Or is it( need to check!)?&amp;lt;/strike&amp;gt;&lt;br /&gt;
Added to the look n' feel demo (and fixed some bugs with inherited tooltips that I noticed ;) )&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5757</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5757"/>
				<updated>2016-03-19T10:30:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* SampleBrowser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CEGUI General ==&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
&lt;br /&gt;
== Opengl Renderers ==&lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
== Renderers ==&lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
== SVG ==&lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
== SampleBrowser ==&lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different facets. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
== CEGUI docu ==&lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SVG Tessellator tests ==&lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
== Add tooltips to some demo ==&lt;br /&gt;
&amp;lt;strike&amp;gt;It is currently not covered anywhere. Or is it( need to check!)?&amp;lt;/strike&amp;gt;&lt;br /&gt;
Added to the look n' feel demo&lt;br /&gt;
&lt;br /&gt;
== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app ==&lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5756</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5756"/>
				<updated>2016-03-19T10:05:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Add tooltips to some demo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CEGUI General ==&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
&lt;br /&gt;
== Opengl Renderers ==&lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
== Renderers ==&lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
== SVG ==&lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
== SampleBrowser ==&lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different managers. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
== CEGUI docu ==&lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SVG Tessellator tests ==&lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
== Add tooltips to some demo ==&lt;br /&gt;
&amp;lt;strike&amp;gt;It is currently not covered anywhere. Or is it( need to check!)?&amp;lt;/strike&amp;gt;&lt;br /&gt;
Added to the look n' feel demo&lt;br /&gt;
&lt;br /&gt;
== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app ==&lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Main_Page&amp;diff=5754</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Main_Page&amp;diff=5754"/>
				<updated>2016-02-27T18:43:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Main Page Header (formerly Template:CEGUIWelcome) --&amp;gt; &lt;br /&gt;
{{Section|1=Welcome to the &amp;lt;em&amp;gt;&amp;lt;b&amp;gt;CEGUI Community Wiki&amp;lt;/b&amp;gt;&amp;lt;/em&amp;gt;|2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the official CEGUI community Wiki. All users are encouraged to contribute! This is a community driven wiki, which serves as an addition to [http://static.cegui.org.uk/docs/ the official API documentation].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
To contribute to the wiki, please login with your [http://www.cegui.org.uk/phpBB2/index.php forum] account (registration is easy!). To improve the API documentation, create a pull request on [https://bitbucket.org/cegui/cegui/ our bitbucket repository].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
All news, releases and more can be found on the official [http://www.cegui.org.uk CEGUI website].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--  Section 2: Downloading and Installing --&amp;gt;&lt;br /&gt;
{{Section|1=Getting CEGUI|2=&lt;br /&gt;
* [[Downloads|Download a Release]]&lt;br /&gt;
* [[Obtaining_the_library_source_from_Mercurial|Build it from source]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 3:  How to use CEGUI --&amp;gt;&lt;br /&gt;
{{Section|1=Working with CEGUI|2= &lt;br /&gt;
* [http://static.cegui.org.uk/docs Official API docs for all Releases]&lt;br /&gt;
* [https://bitbucket.org/cegui/cegui CEGUI ReadMe]&lt;br /&gt;
* [[Helpful_Links|A concise collection of helpful links for CEGUI users]]&lt;br /&gt;
* [[:Category:Tutorials|Tutorials]]: All tutorials to help you getting started with CEGUI&lt;br /&gt;
* [[:Category:HowTo|How-To series]]: How to deal with a specific feature of CEGUI&lt;br /&gt;
* [[:Category:Manuals|Manuals]]: Some more advanced material on using CEGUI &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 4: CEGUI for Content Creators --&amp;gt; &lt;br /&gt;
{{Section|1=CEGUI for Content Creators|2=&lt;br /&gt;
* [[CEED]] - The official tool for CEGUI&lt;br /&gt;
* [[Assembling a Toolset|Tools]]: Gather the tools that can help you with the creation of your GUI &lt;br /&gt;
* [http://cegui.org.uk/docs/current/fal_man.html &amp;quot;Falagard&amp;quot; Skinning System Documentation]: All you ever wanted to know on falagard skinning system (and more) &lt;br /&gt;
* [[XML File formats]]: Description of all XML file format used in CEGUI &lt;br /&gt;
* [http://skins.cegui.org.uk Skins]: (WIP) Find some existing skins. There are more on the forums.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 1: About CEGUI --&amp;gt; &lt;br /&gt;
{{Section|1=About CEGUI|2=&lt;br /&gt;
* [http://cegui.org.uk CEGUI website]&lt;br /&gt;
* [[FAQ|Everything About CEGUI (FAQ)]] (Old)&lt;br /&gt;
* [[Developer Team]]&lt;br /&gt;
* [[Projects Using CEGUI]]: Games and other software using CEGUI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Section|1=Featured Videos from our [http://www.youtube.com/ceguiproject YouTube Channel]|2=&lt;br /&gt;
&amp;lt;table width=&amp;quot;795&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;youtube width=&amp;quot;640&amp;quot; height=&amp;quot;320&amp;quot;&amp;gt;iXsZh1owpBI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;AM5_YarbwNg&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;ldSd45xlVU0&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;eRC5R9aA_Zs&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;Z5Uf9IsWCXY&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; background-color=&amp;quot;transparent&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Building_CEED_for_Windows&amp;diff=5748</id>
		<title>Building CEED for Windows</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Building_CEED_for_Windows&amp;diff=5748"/>
				<updated>2015-11-09T21:21:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Installing the prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.8}}&lt;br /&gt;
&lt;br /&gt;
'''Written by Ident (Lukas Meindl) &amp;amp; Nickenstein79 (Working correctly as of 11th June, 2014)'''&lt;br /&gt;
&lt;br /&gt;
The following instructions need to be done in the presented order and are created for the currently available version of CEED and could therefore be outdated at some point. Please notify us if you think this is outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing the prerequisites ==&lt;br /&gt;
&lt;br /&gt;
When downloading/installing binaries, be sure to get the version which matches your version of visual studio, for instance choose the 32-bit and VC10 (visual studio 2010) versions of the binaries if that is what you are using to build. (or VC9 / VC11 / VC12 / ... if you are building with those.) If you use VC14 and not for example VC9 then be sure that the paths also match this. Don't get confused about the '''paths''' listed in this article, they are '''exemplatory''' and based on VC9. '''Do not mix VC9 binaries with VC10 or VC11, etc.''' We recommend using VC9 to build CEED because this one is assured to work.&lt;br /&gt;
&lt;br /&gt;
== Installing Python ==&lt;br /&gt;
* Get Python 2.7.7 (32 bit version) for Windows  and install it: &lt;br /&gt;
     https://www.python.org/downloads/&lt;br /&gt;
* Add your Python install folder path to the PATH variable in your Windows environment variables, e.g.: C:Projects\Python27&lt;br /&gt;
* Now add the Scripts folder to the PATH environment variable, e.g.: C:\Projects\Python27\Scripts &amp;amp; C:\Projects\Python27\Tools\Scripts (depending on which of those folders exists in your install)&lt;br /&gt;
* Open up a dos-command-prompt (cmd.exe) with admin rights and type &amp;quot;python&amp;quot; - See if you get something written into the console, such as &amp;quot;Python 2.7.6 (default [...]&amp;quot;, if this is the case then the install worked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pip ==&lt;br /&gt;
* Install the latest pip distribution: First download get-pip.py: &lt;br /&gt;
     http://pip.readthedocs.org/en/latest/installing.html&lt;br /&gt;
* Open up a dos-command-prompt (cmd.exe) with admin rights, change to the folder to which you downloaded &amp;quot;get-pip.py&amp;quot; by using the &amp;quot;cd&amp;quot; command, e.g.: cd &amp;quot;A:/Downloads/Not porn&amp;quot;&lt;br /&gt;
* Type &amp;quot;python get-pip.py&amp;quot; and click enter in the dos-command-prompt&lt;br /&gt;
* pip should now be installed&lt;br /&gt;
* Afterwards enter &amp;quot;pip&amp;quot; and click enter. You should get some sort of information about pip now, if the install succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pyside ==&lt;br /&gt;
* Now you can install pyside easily with the following command: &amp;quot;pip install -U PySide&amp;quot;&lt;br /&gt;
* You should get a console output notifying you of a successful install&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pyOpenGL ==&lt;br /&gt;
* Install pyOpenGL on Windows with this installer: &lt;br /&gt;
     https://pypi.python.org/packages/any/P/PyOpenGL/PyOpenGL-3.0.2.win32.exe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing boost binaries ==&lt;br /&gt;
* We also need to install boost. You can use an .exe file for this that will install the necessary binaries from this download page:&lt;br /&gt;
     http://sourceforge.net/projects/boost/files/boost-binaries/1.55.0-build2/ &lt;br /&gt;
(Be sure to get the version which matches the version of msvc you intend to build with. If use MSVC2008, then get the download with 'msvc-9.0' in the name, if you use MSVC2010 get the version with 'msvc-10.0' in the name, etc...)&lt;br /&gt;
&lt;br /&gt;
* Note : If you have multiple versions of MSVS on your machine, it is safe to install different versions of these boost distributions into the same root folder (e.g C:/boost_1_55_0/), as the *.h and *.hpp files are all identical, and the pre-compiled binary libs all get installed to sub-folders specific to different versions of msvc. (It is these folders and libs that we will be manually pointing cmake to in the next section.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuring a PyCEGUI build with cmake == &lt;br /&gt;
&lt;br /&gt;
* Clone CEGUI v0-8 from the CEGUI repository to a new local folder from here:&lt;br /&gt;
    https://bitbucket.org/cegui/cegui/branch/v0-8&lt;br /&gt;
e.g. to C:/cegui-v0-8&lt;br /&gt;
* Check that the branch of your working directory is really v0-8 after cloning, if not then update to the latest v0-8 commit&lt;br /&gt;
* Add the CEGUI dependencies folder into the CEGUI_v0_8 repository folder that you just cloned.&lt;br /&gt;
* Open CMake and set the source code folder to your new local folder, e.g.: C:/cegui-v0-8 and the binaries to for example: C:/cegui-v0-8/build&lt;br /&gt;
* Set the tick-boxes 'Advanced' and 'Grouped' to true. It makes it much easier to manage variables within cmake.&lt;br /&gt;
&lt;br /&gt;
''[The following two steps are optional but will make finding boost libraries a lot more comfortable: If you, for whatever reason, can not or do not want to add or modify environment variables, you can directly specify all of the paths manually in CMake, by setting the variables to path values analogously to those used in the boost path examples below]''&lt;br /&gt;
* Set the following windows environment variables:&lt;br /&gt;
&lt;br /&gt;
     * 'BOOST_INCLUDEDIR'   (Where the boost *.hpp files are)&lt;br /&gt;
     * 'BOOST_LIBRARYDIR'   (Where the platform/compiler specific libs are)&lt;br /&gt;
     * 'BOOST_ROOT'         (Set this to the root folder which contains the above two folders.)&lt;br /&gt;
&lt;br /&gt;
* Now click 'configure'. CMake will now auto-detect most of the build requirements. &amp;lt;br /&amp;gt;It 'should' now correctly auto-detect boost, However, if it failed to find any bost components, then you need to set them manually:&lt;br /&gt;
&lt;br /&gt;
These are directory-paths and file-paths to locations inside the boost and Python distributions that you installed in the previous steps.&lt;br /&gt;
&lt;br /&gt;
(Here are examples of what they are set to on my machine)&lt;br /&gt;
&lt;br /&gt;
=== cmake Boost path examples ===&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
** Boost_PYTHON_LIBRARY_DEBUG         C:/boost_1_55_0/lib32-msvc-9.0/boost_python-vc90-mt-gd-1_55.lib&lt;br /&gt;
** Boost_PYTHON_LIBRARY_RELEASE       C:/boost_1_55_0/lib32-msvc-9.0/boost_python-vc90-mt-1_55.lib&lt;br /&gt;
** Boost_SYSTEM_LIBRARY_DEBUG         C:/boost_1_55_0/lib32-msvc-9.0/boost_system-vc90-mt-gd-1_55.lib&lt;br /&gt;
** Boost_SYSTEM_LIBRARY_RELEASE       C:/boost_1_55_0/lib32-msvc-9.0/boost_system-vc90-mt-1_55.lib&lt;br /&gt;
** Boost_INCLUDE_DIR                  C:/boost_1_55_0&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CMake may correctly auto-find the following Python variables, but it may fail. So be sure to inspect them, and if they were not found, you need to set them manually. &lt;br /&gt;
&lt;br /&gt;
Here are examples of mine:&lt;br /&gt;
&lt;br /&gt;
=== cmake Python path examples ===&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
** PYTHON_INCLUDE_DIR                 C:/Python27/include&lt;br /&gt;
** PYTHON_LIBRARY                     C:/Python27/libs/python27.lib&lt;br /&gt;
** PYTHON_EXECUTABLE                  C:/Python27/python.exe&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Unselect Building the CEGUI samples and select only OpenGL3 and OpenGL out of the available renderers to build&lt;br /&gt;
* Select CEGUI_BUILD_PYTHON_MODULES so that this option is checked&lt;br /&gt;
* Click 'configure' again, and then click 'generate', this should now work without errors and generate a solution-file in the binary folder that you specified as your build location.&lt;br /&gt;
&lt;br /&gt;
== Building PyCEGUI ==&lt;br /&gt;
&lt;br /&gt;
* Open the generated solution using MSVC and build the ALL_BUILDS project (You need 'Release' mode only)&lt;br /&gt;
* Go for a very long walk along a very long beach. Building PyCEGUI &amp;amp; PyCEGUI_OpenGLRenderer is very slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the PyCEGUI dll dependencies ==&lt;br /&gt;
* Put the following dependencies of CEGUI into your build's bin folder, e.g.: C:/cegui-v0-8/build/bin&lt;br /&gt;
** From your CEGUI dependencies folder (e.g.: C:/cegui-v0-8/dependencies) :&lt;br /&gt;
*** freetype.dll&lt;br /&gt;
*** glew.dll&lt;br /&gt;
*** pcre.dll&lt;br /&gt;
** From the boost binaries folder (e.g.: A:\Programs\boost_1_55_0\lib32-msvc-9.0 )&lt;br /&gt;
*** boost_python-vc90-mt-1_55.dll  (Or higher, depending on your version of MSVS &amp;amp; the boost lib folder you are using.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cloning the CEED repository ==&lt;br /&gt;
* clone the following CEED repository, and verify that you are on the v0-8 branch.&lt;br /&gt;
    https://bitbucket.org/cegui/ceed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Running CEED ==&lt;br /&gt;
* Go to your CEED\bin folder (the bin folder inside the folder that you just cloned CEED to)&lt;br /&gt;
* Edit runwrapper.bat so that the relative path CEGUI_BUILD_PATH matches the folder you just compiled PyCEGUI to&lt;br /&gt;
* Run the batch file, and the CEED editor should be launched (if not, start the guide again. If it still fails, ask for help on the CEGUI forums)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Python-CEED-Migrate ==&lt;br /&gt;
You can also use the ceed-migrate tool for convert your old cegui-datafiles to the newer formats. See this page for some examples of the parameters ceed-migrate takes: [[Using CEED-Migrate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Using CEED-Migrate]] &lt;br /&gt;
[[Category:HowTo]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Building_CEED_for_Windows&amp;diff=5747</id>
		<title>Building CEED for Windows</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Building_CEED_for_Windows&amp;diff=5747"/>
				<updated>2015-11-09T21:19:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* Installing the prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.8}}&lt;br /&gt;
&lt;br /&gt;
'''Written by Ident (Lukas Meindl) &amp;amp; Nickenstein79 (Working correctly as of 11th June, 2014)'''&lt;br /&gt;
&lt;br /&gt;
The following instructions need to be done in the presented order and are created for the currently available version of CEED and could therefore be outdated at some point. Please notify us if you think this is outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing the prerequisites ==&lt;br /&gt;
&lt;br /&gt;
When downloading/installing binaries, be sure to get the version which matches your version of visual studio, for instance choose the 32-bit and VC10 (visual studio 2010) versions of the binaries if that is what you are using to build. (or VC9 / VC11 / VC12 / ... if you are building with those.) If you use VC14 and not for example VC9 then be sure that the paths also match this. Don't get confused about the '''paths''' listed in this article, they are '''exemplatory''' and based on VC9. '''Do not mix VC9 binaries with VC10 or VC11, etc.'''&lt;br /&gt;
&lt;br /&gt;
== Installing Python ==&lt;br /&gt;
* Get Python 2.7.7 (32 bit version) for Windows  and install it: &lt;br /&gt;
     https://www.python.org/downloads/&lt;br /&gt;
* Add your Python install folder path to the PATH variable in your Windows environment variables, e.g.: C:Projects\Python27&lt;br /&gt;
* Now add the Scripts folder to the PATH environment variable, e.g.: C:\Projects\Python27\Scripts &amp;amp; C:\Projects\Python27\Tools\Scripts (depending on which of those folders exists in your install)&lt;br /&gt;
* Open up a dos-command-prompt (cmd.exe) with admin rights and type &amp;quot;python&amp;quot; - See if you get something written into the console, such as &amp;quot;Python 2.7.6 (default [...]&amp;quot;, if this is the case then the install worked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pip ==&lt;br /&gt;
* Install the latest pip distribution: First download get-pip.py: &lt;br /&gt;
     http://pip.readthedocs.org/en/latest/installing.html&lt;br /&gt;
* Open up a dos-command-prompt (cmd.exe) with admin rights, change to the folder to which you downloaded &amp;quot;get-pip.py&amp;quot; by using the &amp;quot;cd&amp;quot; command, e.g.: cd &amp;quot;A:/Downloads/Not porn&amp;quot;&lt;br /&gt;
* Type &amp;quot;python get-pip.py&amp;quot; and click enter in the dos-command-prompt&lt;br /&gt;
* pip should now be installed&lt;br /&gt;
* Afterwards enter &amp;quot;pip&amp;quot; and click enter. You should get some sort of information about pip now, if the install succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pyside ==&lt;br /&gt;
* Now you can install pyside easily with the following command: &amp;quot;pip install -U PySide&amp;quot;&lt;br /&gt;
* You should get a console output notifying you of a successful install&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing pyOpenGL ==&lt;br /&gt;
* Install pyOpenGL on Windows with this installer: &lt;br /&gt;
     https://pypi.python.org/packages/any/P/PyOpenGL/PyOpenGL-3.0.2.win32.exe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing boost binaries ==&lt;br /&gt;
* We also need to install boost. You can use an .exe file for this that will install the necessary binaries from this download page:&lt;br /&gt;
     http://sourceforge.net/projects/boost/files/boost-binaries/1.55.0-build2/ &lt;br /&gt;
(Be sure to get the version which matches the version of msvc you intend to build with. If use MSVC2008, then get the download with 'msvc-9.0' in the name, if you use MSVC2010 get the version with 'msvc-10.0' in the name, etc...)&lt;br /&gt;
&lt;br /&gt;
* Note : If you have multiple versions of MSVS on your machine, it is safe to install different versions of these boost distributions into the same root folder (e.g C:/boost_1_55_0/), as the *.h and *.hpp files are all identical, and the pre-compiled binary libs all get installed to sub-folders specific to different versions of msvc. (It is these folders and libs that we will be manually pointing cmake to in the next section.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuring a PyCEGUI build with cmake == &lt;br /&gt;
&lt;br /&gt;
* Clone CEGUI v0-8 from the CEGUI repository to a new local folder from here:&lt;br /&gt;
    https://bitbucket.org/cegui/cegui/branch/v0-8&lt;br /&gt;
e.g. to C:/cegui-v0-8&lt;br /&gt;
* Check that the branch of your working directory is really v0-8 after cloning, if not then update to the latest v0-8 commit&lt;br /&gt;
* Add the CEGUI dependencies folder into the CEGUI_v0_8 repository folder that you just cloned.&lt;br /&gt;
* Open CMake and set the source code folder to your new local folder, e.g.: C:/cegui-v0-8 and the binaries to for example: C:/cegui-v0-8/build&lt;br /&gt;
* Set the tick-boxes 'Advanced' and 'Grouped' to true. It makes it much easier to manage variables within cmake.&lt;br /&gt;
&lt;br /&gt;
''[The following two steps are optional but will make finding boost libraries a lot more comfortable: If you, for whatever reason, can not or do not want to add or modify environment variables, you can directly specify all of the paths manually in CMake, by setting the variables to path values analogously to those used in the boost path examples below]''&lt;br /&gt;
* Set the following windows environment variables:&lt;br /&gt;
&lt;br /&gt;
     * 'BOOST_INCLUDEDIR'   (Where the boost *.hpp files are)&lt;br /&gt;
     * 'BOOST_LIBRARYDIR'   (Where the platform/compiler specific libs are)&lt;br /&gt;
     * 'BOOST_ROOT'         (Set this to the root folder which contains the above two folders.)&lt;br /&gt;
&lt;br /&gt;
* Now click 'configure'. CMake will now auto-detect most of the build requirements. &amp;lt;br /&amp;gt;It 'should' now correctly auto-detect boost, However, if it failed to find any bost components, then you need to set them manually:&lt;br /&gt;
&lt;br /&gt;
These are directory-paths and file-paths to locations inside the boost and Python distributions that you installed in the previous steps.&lt;br /&gt;
&lt;br /&gt;
(Here are examples of what they are set to on my machine)&lt;br /&gt;
&lt;br /&gt;
=== cmake Boost path examples ===&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
** Boost_PYTHON_LIBRARY_DEBUG         C:/boost_1_55_0/lib32-msvc-9.0/boost_python-vc90-mt-gd-1_55.lib&lt;br /&gt;
** Boost_PYTHON_LIBRARY_RELEASE       C:/boost_1_55_0/lib32-msvc-9.0/boost_python-vc90-mt-1_55.lib&lt;br /&gt;
** Boost_SYSTEM_LIBRARY_DEBUG         C:/boost_1_55_0/lib32-msvc-9.0/boost_system-vc90-mt-gd-1_55.lib&lt;br /&gt;
** Boost_SYSTEM_LIBRARY_RELEASE       C:/boost_1_55_0/lib32-msvc-9.0/boost_system-vc90-mt-1_55.lib&lt;br /&gt;
** Boost_INCLUDE_DIR                  C:/boost_1_55_0&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CMake may correctly auto-find the following Python variables, but it may fail. So be sure to inspect them, and if they were not found, you need to set them manually. &lt;br /&gt;
&lt;br /&gt;
Here are examples of mine:&lt;br /&gt;
&lt;br /&gt;
=== cmake Python path examples ===&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
** PYTHON_INCLUDE_DIR                 C:/Python27/include&lt;br /&gt;
** PYTHON_LIBRARY                     C:/Python27/libs/python27.lib&lt;br /&gt;
** PYTHON_EXECUTABLE                  C:/Python27/python.exe&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Unselect Building the CEGUI samples and select only OpenGL3 and OpenGL out of the available renderers to build&lt;br /&gt;
* Select CEGUI_BUILD_PYTHON_MODULES so that this option is checked&lt;br /&gt;
* Click 'configure' again, and then click 'generate', this should now work without errors and generate a solution-file in the binary folder that you specified as your build location.&lt;br /&gt;
&lt;br /&gt;
== Building PyCEGUI ==&lt;br /&gt;
&lt;br /&gt;
* Open the generated solution using MSVC and build the ALL_BUILDS project (You need 'Release' mode only)&lt;br /&gt;
* Go for a very long walk along a very long beach. Building PyCEGUI &amp;amp; PyCEGUI_OpenGLRenderer is very slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the PyCEGUI dll dependencies ==&lt;br /&gt;
* Put the following dependencies of CEGUI into your build's bin folder, e.g.: C:/cegui-v0-8/build/bin&lt;br /&gt;
** From your CEGUI dependencies folder (e.g.: C:/cegui-v0-8/dependencies) :&lt;br /&gt;
*** freetype.dll&lt;br /&gt;
*** glew.dll&lt;br /&gt;
*** pcre.dll&lt;br /&gt;
** From the boost binaries folder (e.g.: A:\Programs\boost_1_55_0\lib32-msvc-9.0 )&lt;br /&gt;
*** boost_python-vc90-mt-1_55.dll  (Or higher, depending on your version of MSVS &amp;amp; the boost lib folder you are using.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cloning the CEED repository ==&lt;br /&gt;
* clone the following CEED repository, and verify that you are on the v0-8 branch.&lt;br /&gt;
    https://bitbucket.org/cegui/ceed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Running CEED ==&lt;br /&gt;
* Go to your CEED\bin folder (the bin folder inside the folder that you just cloned CEED to)&lt;br /&gt;
* Edit runwrapper.bat so that the relative path CEGUI_BUILD_PATH matches the folder you just compiled PyCEGUI to&lt;br /&gt;
* Run the batch file, and the CEED editor should be launched (if not, start the guide again. If it still fails, ask for help on the CEGUI forums)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Python-CEED-Migrate ==&lt;br /&gt;
You can also use the ceed-migrate tool for convert your old cegui-datafiles to the newer formats. See this page for some examples of the parameters ceed-migrate takes: [[Using CEED-Migrate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Using CEED-Migrate]] &lt;br /&gt;
[[Category:HowTo]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5745</id>
		<title>Ident TODO</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Ident_TODO&amp;diff=5745"/>
				<updated>2015-09-24T19:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: /* SVG Tessellator tests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CEGUI General ==&lt;br /&gt;
* Texture filtering should use trilinear filtering, instead of bilinear for magnification in some (!) cases. Need to figure out which cases need which and implement a switch, etc&lt;br /&gt;
* &amp;lt;strike&amp;gt;Replacing ColourRect with Colour would allow us to strip all per-vertex attributes for colours and allows us to use a highly performant uniform instead. People who want fancy fonts etc should just use Bitmap Fonts and Widgets can simply be changed to using different Images instead of applying Gradients with ColourRect there as well. &amp;lt;/strike&amp;gt;  http://cegui.org.uk/forum/viewtopic.php?f=6&amp;amp;t=6863&lt;br /&gt;
* setAlpha apparently triggers recreation of GeometryBuffer should be replaced by a uniform instead of applying it to the per-vertex attributes (Done by Henri - Todo:Check if this is really 100% bullet-proof)&lt;br /&gt;
* Check for the necessity and performance loss of unproject calls : d_owner-&amp;gt;getRenderTarget().unprojectPoint(*d_geometry, in, p_out);&lt;br /&gt;
* There are some Colour features that are currently unused and entirely undocumented in the CEGUI Colour class. I suggest replacing them with my own Colour classes, which were added along with the ColourPicker, and keeping onyl reworked and documented existing stuff. ( I think there was HSB or something?)&lt;br /&gt;
&lt;br /&gt;
== Opengl Renderers ==&lt;br /&gt;
* Improve OpenGL Renderer(s) extra states functions (and also rename it):&lt;br /&gt;
** Add and also do the restore for: glUseProgram(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); &amp;lt;br /&amp;gt; see https://github.com/kortemik/RBDOOM-3-BFG/blob/cegui/neo/sys/sdl/sdl_glimp.cpp#L553&lt;br /&gt;
** http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6752&amp;amp;sid=6bb9fb4a04417b28278538ed3f89af57&amp;amp;p=31632#p31632&lt;br /&gt;
** What about blending and scissor test?&lt;br /&gt;
** Good source: http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/&lt;br /&gt;
&lt;br /&gt;
== Renderers ==&lt;br /&gt;
* If applying the ColourRect changes is successful and performance-wise alright&amp;lt;strike&amp;gt;, then it should be possible to use instancing for the vbo's, which basically allows to use a single VBO to render all windows. This whole procedure is supported by OpenGL 3.1+ Core (see: https://www.opengl.org/wiki/GLAPI/glDrawArraysInstanced ) and can therefore definitely be supported by the OGL3 Renderer. Probably D3D11 supports it as well (will have to look into it). &amp;lt;/strike&amp;gt; After checking the instancing methods, I encountered that they are not really giving any advantage for low-complexity meshes. Still, there should be ways to reduce the amount of batches.&lt;br /&gt;
&lt;br /&gt;
== SVG ==&lt;br /&gt;
* Need to implement MSAA in all Renderers as alternative for the alpha blending AA&lt;br /&gt;
* Need to fix D3D11 Rendering of SVG demo&lt;br /&gt;
&lt;br /&gt;
== SampleBrowser ==&lt;br /&gt;
* Separate duties (input, Renderer-related stuff, etc) in different managers. Reduce the inheritation levels to a maximum of one. Simplify the classes. Make initialisation and deinitialisation more overlookable. Remove namespace &amp;quot;CEGUI&amp;quot; from all Sample-related stuff.&lt;br /&gt;
&lt;br /&gt;
== CEGUI docu ==&lt;br /&gt;
* Improve cegui docu:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[17:07:59]	Ident	we really need to fix the docu for how to set up an application for CEGUI&lt;br /&gt;
[17:08:33]	Ident	and by &amp;quot;we&amp;quot; i mean someone except me&lt;br /&gt;
[17:12:50]	timotei	Ident: Well, there is already one, isn't it? :P&lt;br /&gt;
[17:13:07]	Ident	it lacks crucial info&lt;br /&gt;
[17:13:12]	timotei	Like?&lt;br /&gt;
[17:13:19]	Ident	how to deinitialise cegui&lt;br /&gt;
[17:13:25]	Ident	how to update cegui exactly (code samples)&lt;br /&gt;
[17:13:37]	Ident	for example the notifydisplaysizechanged&lt;br /&gt;
[17:13:49]	Ident	or how to render in detail&lt;br /&gt;
[17:14:11]	Ident	there were some posts in the forum in that regard too&lt;br /&gt;
[17:14:20]	Ident	when i have time i look through all of them and update the api docu&lt;br /&gt;
[17:14:21]	timotei	CEGUI_SamplesBrowser provides some examples as far as I know&lt;br /&gt;
[17:14:24]	Ident	nah&lt;br /&gt;
[17:14:31]	Ident	thats not a good place to look for this&lt;br /&gt;
[17:14:32]	timotei	Or you mean, simple CEGUI-ed application?&lt;br /&gt;
[17:14:35]	Ident	the rendering is super-specific&lt;br /&gt;
[17:14:43]	Ident	and also some of it is hidden&lt;br /&gt;
[17:14:55]	Ident	it doesnt make sense to look into SamplesBrowser&lt;br /&gt;
[17:15:13]	Ident	thats not what the browser is there for&lt;br /&gt;
[17:17:35]	Ident	how to make an application using cegui should be well documented with examples in the api docu&lt;br /&gt;
[17:17:43]	Ident	this should be the only resource for this&lt;br /&gt;
[17:17:57]	timotei	I see :)&lt;br /&gt;
[17:17:59]	Ident	then- how to initialise resources, load layouts and use cegui - this is where the samples come into play&lt;br /&gt;
[17:18:00]	Ident	because&lt;br /&gt;
[17:18:12]	Ident	there is many different ways to set up a cegui application&lt;br /&gt;
[17:18:21]	Ident	we cant cover all&lt;br /&gt;
[17:18:39]	Ident	of course we can and should provide code snippetsd&lt;br /&gt;
&lt;br /&gt;
http://cegui.org.uk/forum/viewtopic.php?f=10&amp;amp;t=6772&amp;amp;p=31775#p31775&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SVG Tessellator tests ==&lt;br /&gt;
Should be done for the various tessellator functions by comparing against the expected result in each case (as I did with the PropertyHelper unit tests)&lt;br /&gt;
&lt;br /&gt;
== Add tooltips to some demo ==&lt;br /&gt;
It is currently not covered anywhere. Or is it( need to check!)?&lt;br /&gt;
&lt;br /&gt;
== Add properties for the classes and maybe the entire output from the properties (such as done in the WidgetDemo) into the doxygen docs ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[18:52:13]	BoomerBile	if you /*** this is the comment for class X&lt;br /&gt;
[18:52:44]	BoomerBile	*** m_SomeVariable description&lt;br /&gt;
[18:53:01]	BoomerBile	*** @property description&lt;br /&gt;
[18:53:09]	BoomerBile	it will dump them into the api docs&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adapt CEGUI System/Renderer for multi-window support and write a simple demo app ==&lt;br /&gt;
See: &lt;br /&gt;
https://bitbucket.org/cegui/cegui/pull-request/141/improved-ogre-renderer/diff#comment-5004142&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
[15:20:53]	Ident	so how do you render to another window?&lt;br /&gt;
[15:21:23]	Ident	if you just need to swap the FBO to render to another platofrm window then it should be easily doable in cegui&lt;br /&gt;
[15:22:32]	Luben	to render to another window i would keep the default(0) fbo bound but switch ogl context if i remember correctly&lt;br /&gt;
[15:23:04]	Ident	in that case the solution is also simple&lt;br /&gt;
[15:23:12]	Ident	do u still have that function i gave u before open?&lt;br /&gt;
[15:23:28]	Luben	SampleData::initialize?&lt;br /&gt;
[15:24:52]	Ident	in the heavily convoluted System::System() constructor&lt;br /&gt;
[15:24:54]	Ident	you will find&lt;br /&gt;
[15:25:02]	Ident	this line: createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget());&lt;br /&gt;
[15:25:14]	Ident	what does this mean? it creates a guicontext with the default rendertarget&lt;br /&gt;
[15:25:36]	Ident	the defaultrendertarget is basically&lt;br /&gt;
[15:25:37]	Ident	FBO 0&lt;br /&gt;
[15:25:44]	Ident	so what you would wanna do is create 3 of these&lt;br /&gt;
[15:25:52]	Ident	or X of these for X amount of windows&lt;br /&gt;
[15:26:11]	Ident	and when you draw them, you change your OpenGL Context before each draw call&lt;br /&gt;
[15:30:20]	Ident	also do u know how to draw?&lt;br /&gt;
[15:31:09]	Luben	i checked renderAllGUIContexts so i think i should be ok&lt;br /&gt;
[15:31:14]	Ident	good good&lt;br /&gt;
[15:31:25]	Ident	createGUIContext(d_renderer-&amp;gt;getDefaultRenderTarget()); is all you need&lt;br /&gt;
[15:31:28]	Ident	u dont need to specify a size&lt;br /&gt;
[15:31:37]	Ident	oh wait&lt;br /&gt;
[15:31:39]	Ident	yea&lt;br /&gt;
[15:31:43]	Ident	this means that it will only work&lt;br /&gt;
[15:31:47]	Ident	if all your windows are the same size&lt;br /&gt;
[15:31:56]	Ident	the size that is specified for system::notifydisplaysizechanged&lt;br /&gt;
[15:32:14]	Luben	well, that blows..&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
docs: http://blog.gvnott.com/2013/05/18/tutorial-multiple-windows-with-glfw3-and-glew-mx/&lt;br /&gt;
&lt;br /&gt;
http://www.glfw.org/docs/latest/group__context.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Category:Tutorials&amp;diff=5744</id>
		<title>Category:Tutorials</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Category:Tutorials&amp;diff=5744"/>
				<updated>2015-09-07T14:12:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tutorials are longer articles focused on how to achieve just the one thing (preferably). How-tos are very similar but are usually much shorter and less in-depth. Remember to look at the official docs (API docu) for version-specific and potentially more up to date information. Also feel free to correct any issues you might find on the wiki.&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5743</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5743"/>
				<updated>2015-09-07T14:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Main&lt;br /&gt;
** http://www.cegui.org.uk/wiki | Home&lt;br /&gt;
** http://www.cegui.org.uk/download | Releases&lt;br /&gt;
** http://www.cegui.org.uk/news | News&lt;br /&gt;
** https://bitbucket.org/cegui/ | Repository&lt;br /&gt;
** recentchanges-url | Recent Changes&lt;br /&gt;
&lt;br /&gt;
* Community&lt;br /&gt;
** http://www.cegui.org.uk/phpBB2/index.php | Forum&lt;br /&gt;
** https://twitter.com/ceguilib | Twitter&lt;br /&gt;
** irc://irc.freenode.net/#cegui | #cegui&lt;br /&gt;
&lt;br /&gt;
* Documentation&lt;br /&gt;
** http://static.cegui.org.uk/docs/ | Official documentation&lt;br /&gt;
** Category:Tutorials |Tutorials&lt;br /&gt;
** Category:HowTo |HowTo&lt;br /&gt;
** Category:Manuals |Manuals&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Main_Page&amp;diff=5742</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Main_Page&amp;diff=5742"/>
				<updated>2015-09-07T14:07:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Main Page Header (formerly Template:CEGUIWelcome) --&amp;gt; &lt;br /&gt;
{{Section|1=Welcome to the &amp;lt;em&amp;gt;&amp;lt;b&amp;gt;CEGUI Community Wiki&amp;lt;/b&amp;gt;&amp;lt;/em&amp;gt;|2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the official CEGUI community Wiki. All users are encouraged to contribute! To contribute, please login with your [http://www.cegui.org.uk/phpBB2/index.php forum] account.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
For the official API docs please visit [http://static.cegui.org.uk/docs/ our api docs page]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
All news, releases and more can be found on the official [http://www.cegui.org.uk CEGUI website].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--  Section 2: Downloading and Installing --&amp;gt;&lt;br /&gt;
{{Section|1=Getting CEGUI|2=&lt;br /&gt;
* [[Downloads|Download a Release]]&lt;br /&gt;
* [[Obtaining_the_library_source_from_Mercurial|Build it from source]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 3:  How to use CEGUI --&amp;gt;&lt;br /&gt;
{{Section|1=Working with CEGUI|2= &lt;br /&gt;
* [http://static.cegui.org.uk/docs Official API docs for all Releases]&lt;br /&gt;
* [https://bitbucket.org/cegui/cegui CEGUI ReadMe]&lt;br /&gt;
* [[Helpful_Links|A concise collection of helpful links for CEGUI users]]&lt;br /&gt;
* [[:Category:Tutorials|Tutorials]]: All tutorials to help you getting started with CEGUI&lt;br /&gt;
* [[:Category:HowTo|How-To series]]: How to deal with a specific feature of CEGUI&lt;br /&gt;
* [[:Category:Manuals|Manuals]]: Some more advanced material on using CEGUI &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 4: CEGUI for Content Creators --&amp;gt; &lt;br /&gt;
{{Section|1=CEGUI for Content Creators|2=&lt;br /&gt;
* [[CEED]] - The official tool for CEGUI&lt;br /&gt;
* [[Assembling a Toolset|Tools]]: Gather the tools that can help you with the creation of your GUI &lt;br /&gt;
* [http://cegui.org.uk/docs/current/fal_man.html &amp;quot;Falagard&amp;quot; Skinning System Documentation]: All you ever wanted to know on falagard skinning system (and more) &lt;br /&gt;
* [[XML File formats]]: Description of all XML file format used in CEGUI &lt;br /&gt;
* [http://skins.cegui.org.uk Skins]: (WIP) Find some existing skins. There are more on the forums.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 1: About CEGUI --&amp;gt; &lt;br /&gt;
{{Section|1=About CEGUI|2=&lt;br /&gt;
* [http://cegui.org.uk CEGUI website]&lt;br /&gt;
* [[FAQ|Everything About CEGUI (FAQ)]] (Old)&lt;br /&gt;
* [[Developer Team]]&lt;br /&gt;
* [[Projects Using CEGUI]]: Games and other software using CEGUI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Section|1=Featured Videos from our [http://www.youtube.com/ceguiproject YouTube Channel]|2=&lt;br /&gt;
&amp;lt;table width=&amp;quot;795&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;youtube width=&amp;quot;640&amp;quot; height=&amp;quot;320&amp;quot;&amp;gt;iXsZh1owpBI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;AM5_YarbwNg&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;ldSd45xlVU0&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;eRC5R9aA_Zs&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;Z5Uf9IsWCXY&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; background-color=&amp;quot;transparent&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Main_Page&amp;diff=5741</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Main_Page&amp;diff=5741"/>
				<updated>2015-09-07T14:07:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ident: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Main Page Header (formerly Template:CEGUIWelcome) --&amp;gt; &lt;br /&gt;
{{Section|1=Welcome to the &amp;lt;em&amp;gt;&amp;lt;b&amp;gt;CEGUI Community Wiki&amp;lt;/b&amp;gt;&amp;lt;/em&amp;gt;|2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the official CEGUI community Wiki. All users are encouraged to contribute! To contribute, please login with your [http://www.cegui.org.uk/phpBB2/index.php forum] account. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For the official API docs please visit [http://static.cegui.org.uk/docs/ our api docs page]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:14px;&amp;quot;&amp;gt;&lt;br /&gt;
All news, releases and more can be found on the official [http://www.cegui.org.uk CEGUI website].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--  Section 2: Downloading and Installing --&amp;gt;&lt;br /&gt;
{{Section|1=Getting CEGUI|2=&lt;br /&gt;
* [[Downloads|Download a Release]]&lt;br /&gt;
* [[Obtaining_the_library_source_from_Mercurial|Build it from source]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 3:  How to use CEGUI --&amp;gt;&lt;br /&gt;
{{Section|1=Working with CEGUI|2= &lt;br /&gt;
* [http://static.cegui.org.uk/docs Official API docs for all Releases]&lt;br /&gt;
* [https://bitbucket.org/cegui/cegui CEGUI ReadMe]&lt;br /&gt;
* [[Helpful_Links|A concise collection of helpful links for CEGUI users]]&lt;br /&gt;
* [[:Category:Tutorials|Tutorials]]: All tutorials to help you getting started with CEGUI&lt;br /&gt;
* [[:Category:HowTo|How-To series]]: How to deal with a specific feature of CEGUI&lt;br /&gt;
* [[:Category:Manuals|Manuals]]: Some more advanced material on using CEGUI &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 4: CEGUI for Content Creators --&amp;gt; &lt;br /&gt;
{{Section|1=CEGUI for Content Creators|2=&lt;br /&gt;
* [[CEED]] - The official tool for CEGUI&lt;br /&gt;
* [[Assembling a Toolset|Tools]]: Gather the tools that can help you with the creation of your GUI &lt;br /&gt;
* [http://cegui.org.uk/docs/current/fal_man.html &amp;quot;Falagard&amp;quot; Skinning System Documentation]: All you ever wanted to know on falagard skinning system (and more) &lt;br /&gt;
* [[XML File formats]]: Description of all XML file format used in CEGUI &lt;br /&gt;
* [http://skins.cegui.org.uk Skins]: (WIP) Find some existing skins. There are more on the forums.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Section 1: About CEGUI --&amp;gt; &lt;br /&gt;
{{Section|1=About CEGUI|2=&lt;br /&gt;
* [http://cegui.org.uk CEGUI website]&lt;br /&gt;
* [[FAQ|Everything About CEGUI (FAQ)]] (Old)&lt;br /&gt;
* [[Developer Team]]&lt;br /&gt;
* [[Projects Using CEGUI]]: Games and other software using CEGUI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Section|1=Featured Videos from our [http://www.youtube.com/ceguiproject YouTube Channel]|2=&lt;br /&gt;
&amp;lt;table width=&amp;quot;795&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;youtube width=&amp;quot;640&amp;quot; height=&amp;quot;320&amp;quot;&amp;gt;iXsZh1owpBI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;AM5_YarbwNg&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;ldSd45xlVU0&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;eRC5R9aA_Zs&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;Z5Uf9IsWCXY&amp;lt;/youtube&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; background-color=&amp;quot;transparent&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;/div&gt;</summary>
		<author><name>Ident</name></author>	</entry>

	</feed>