Search found 492 matches

by Pompei2
Wed Dec 30, 2015 22:09
Forum: Help
Topic: [Solved] OpenGL renderer view-projection matrix issue
Replies: 11
Views: 1320

Re: OpenGL renderer view-projection matrix issue

Yes, it was indeed that. Specifically, the degrees -> radians change in glm, which you handle correctly in latest v0-8 branch.
by Pompei2
Sat Nov 07, 2015 19:54
Forum: Help
Topic: [Solved] OpenGL renderer view-projection matrix issue
Replies: 11
Views: 1320

Re: OpenGL renderer view-projection matrix issue

Ah, that makes sense, I'm using latest glm HEAD because of another bugfix there. Will try tomorrow and let you know, thanks!

Yup, 2009 is longer ago than I'd like to think! Edit: apparently I joined 2006 :shock:
by Pompei2
Sat Nov 07, 2015 13:52
Forum: Help
Topic: [Solved] OpenGL renderer view-projection matrix issue
Replies: 11
Views: 1320

Re: OpenGL renderer view-projection matrix issue

Oh, and here are the logs, sorry. The example ported from the wiki: 07/11/2015 14:30:52 (Std) +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 07/11/2015 14:30:52 (Std) + Crazy Eddie's GUI System - Event log + 07/11/2015 14:30:52 (Std) + (http://www.cegui.org.uk/) + 07...
by Pompei2
Sat Nov 07, 2015 13:47
Forum: Help
Topic: [Solved] OpenGL renderer view-projection matrix issue
Replies: 11
Views: 1320

[Solved] OpenGL renderer view-projection matrix issue

Hi, I'm resurrecting an old project and am updating its code from CEGUI 0.5 to current 0.8.4. While it's a lot of work, it's been easier than I expected thanks to the very detailed porting documents in the wiki, please keep this up! I believe my last problem to solve has to do with the big renderer ...
by Pompei2
Thu Aug 06, 2009 12:25
Forum: Official Announcements, Works in Progress, and Future Directions
Topic: CE takes a short break.
Replies: 10
Views: 4470

Re: CE takes a short break.

[quote="jacmoe"]Great code wins over great docs.[/quote] Who can use great code w/o docs? Still, I can feel ce's decision and fully support it. Although I think if you're done implementing "cool" new features, you should definitely write a tutorial, and check out the first questi...
by Pompei2
Thu Aug 06, 2009 12:18
Forum: Official Announcements, Works in Progress, and Future Directions
Topic: Video Tutorials
Replies: 31
Views: 16590

Re: Video Tutorials

Hi,

I voted "Yes: Text tutorials with supporting video elements." as i think a complete tutorial as a video is very bad, especially if you explain source code or XML!

Still, some video parts are good as a HUGE amount of people are reluctant to read big texts ...
by Pompei2
Thu Aug 06, 2009 12:15
Forum: CEGUI Library Development Discussion
Topic: Falagard Visual Skin / Scheme Editor
Replies: 65
Views: 23675

Re: Falagard Visual Skin / Scheme Editor

Hi, I'm not much on this forum anymore as I have much to do. Still, I want to give you feedback on this subject. Although the paid tool is a good idea, I personally wouldn't pay for it as I'm a programmer and wouldn't even use it if it was free :-) I prefer defining it in XML. I think you should fir...
by Pompei2
Sun Mar 22, 2009 12:50
Forum: Help
Topic: right to left languages
Replies: 10
Views: 1324

Yes, you must save your source code file as UTF8 and also, I recommend you to cast to const Utf8 * for string literals, as any reasonable compiler makes a string literal become a const char *
by Pompei2
Sun Mar 22, 2009 12:36
Forum: Modifications / Integrations / Customisations
Topic: How to add images "freely" among text.
Replies: 4
Views: 1138

Hey, here is a post that might interest you: http://www.cegui.org.uk/phpBB2/viewtopic.php?t=339

but be double-triple-sure to verify the code before you add it to your cegui, I remember there were little memory overflows that make the game crash here and then, if they are not fixed.
by Pompei2
Sun Mar 22, 2009 12:34
Forum: Modifications / Integrations / Customisations
Topic: stuff with subscribeEvent()
Replies: 4
Views: 1770

and use dynamic_cast to do so and cast std::bad_cast exceptions. Just to have robust code.
by Pompei2
Sun Mar 22, 2009 12:28
Forum: Modifications / Integrations / Customisations
Topic: glade XML to CEGUI layout XML
Replies: 3
Views: 1111

Just for your info: in gtk you have the layout containers to specify what gets where and what is resized how, in CEGUI it all goes with relative sizes and absolute sizes. You can say a button's x position is 10 pixels from the left and its width is 80% of the window for example. or you can say its r...
by Pompei2
Sun Mar 22, 2009 12:20
Forum: CEGUI Library Development Discussion
Topic: RenderTargets - CEGUI's latest development
Replies: 63
Views: 18589

The cost of rendering large amounts of text can be lessened by caching the text to a texture (so you only render two triangles instead of thousands). Do I understand you correctly that this is already in the new renderer target stuff? That would be awesome, as I abuse the "lots of texts" ...
by Pompei2
Sun Mar 22, 2009 11:57
Forum: Official Announcements, Works in Progress, and Future Directions
Topic: Subversion cegui_mk2/trunk super-unstable!
Replies: 3
Views: 3244

Pompei2 wrote:Had a read at it, nice documentation I like people working like that (with good docu) :)
by Pompei2
Sun Mar 22, 2009 11:57
Forum: Official Announcements, Works in Progress, and Future Directions
Topic: Subversion cegui_mk2/trunk super-unstable!
Replies: 3
Views: 3244

Had a read at it, nice documentation I like people working like that :)
by Pompei2
Thu Feb 19, 2009 18:01
Forum: Help
Topic: how to delete a widget?
Replies: 2
Views: 716

I don't know what you mean by saying "widget", but you should delete any CEGUI::Window based object not by deleting it yourself but rather by using
CEGUI::WindowManager::destroyWindow(CEGUI::Window *); or CEGUI::WindowManager::destroyWindow(CEGUI::String);

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