Search found 10 matches
- Sun Dec 13, 2009 10:39
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [BUG] Compilation problem on OS X
- Replies: 3
- Views: 4359
Re: [BUG] Compilation problem on OS X
Hi, Is this when being compiled with Xcode? Which version of the development tools is in use? Which SDK version is this being built against? It's being compiled with g++ using a custom make system, but it is using the XCode compile tools. Building against the latest source from SVN trunk. But this ...
- Sat Dec 12, 2009 17:33
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [BUG] Compilation problem on OS X
- Replies: 3
- Views: 4359
[BUG] Compilation problem on OS X
In CEGUIOpenGLApplePBTextureTarget.cpp, I get two compilation problems related to an "invalid conversion ‘long int*’ to ‘GLint*’", on calls to CGLGetVirtualScreen() and CGLChoosePixelFormat(). I just added a cast to (GLInt*) and it compiled fine. eg. if (err = CGLGetVirtualScreen(cctx, (GL...
- Sat Dec 12, 2009 16:02
- Forum: Offtopic Discussion
- Topic: Nested window draw incorrectly when frame resized
- Replies: 29
- Views: 19022
Re: Nested window draw incorrectly when frame resized
If the wrapper is dynamically linked... Alas, it's a static build, compiled directly by the language tools (BlitzMax using gcc). This just makes it easier for the developer to use on the 3 platforms that it supports (Win32, OS X, and Linux). Hopefully, now it's synch'd with the the latest code it w...
- Mon Jun 08, 2009 20:42
- Forum: Help
- Topic: Listbox - ListboxTextItem rendering issue
- Replies: 5
- Views: 3439
Re: Listbox - ListboxTextItem rendering issue
I seem to have the same issues with WindowsLook, in the Listbox, Combobox and MultiColumnList .
I thought it was maybe a problem with my wrapper (for BlitzMax), but my rendering problems look exactly like that screenshot in the first post.
Any ideas what might be wrong?
I thought it was maybe a problem with my wrapper (for BlitzMax), but my rendering problems look exactly like that screenshot in the first post.
Any ideas what might be wrong?
- Fri Oct 03, 2008 05:10
- Forum: Help
- Topic: [solved]what is TextCoulors property mean ?
- Replies: 3
- Views: 2801
- Sun Sep 28, 2008 14:32
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: No static build for Mac?
- Replies: 7
- Views: 6217
I did not get a chance yet to look into static builds on the Mac No probs. It's running well so far. The colouring issues are endian related. I think your issue is different to the Property based one. Which image codec is being used? (assuming OpenGL renderer). FreeImage. I probably should have had...
- Sat Sep 27, 2008 21:36
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: No static build for Mac?
- Replies: 7
- Views: 6217
The colouring might be a known bug: Yeah, I imagine it's to do with that. I remember I had some similar colour-swapping issues when wrapping FreeImage on Mac. In my test, the WindowsLook frame close button is blue on Mac (Intel), but red on Linux and Win32. At the moment, I'm just concerned with ge...
- Sat Sep 27, 2008 20:53
- Forum: Offtopic Discussion
- Topic: wiki not showing code?
- Replies: 7
- Views: 6237
- Sat Sep 27, 2008 20:47
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: No static build for Mac?
- Replies: 7
- Views: 6217
No static build for Mac?
I'm currently wrapping CEGUI for BlitzMax. I tend to compile all the source directly, skipping makefiles, and creating a static lib. However, I struggled somewhat with the Mac build as it seems to require macPlugins.cpp, which itself has a main() method - handy for dylibs, not so for static :-) I gu...
- Fri Sep 26, 2008 23:47
- Forum: Offtopic Discussion
- Topic: wiki not showing code?
- Replies: 7
- Views: 6237
wiki not showing code?
Hi :-) If someone can point me in the direction to get the wiki to display "code" sections, I'd be very grateful. for example, the SDL_to_CEGUI_keytable page looks like this : As this was a very boring thing to do, I'll share it with the rest of you ;) With this function injecting KeyD...