Search found 22 matches
- Wed Jun 28, 2006 15:07
- Forum: CEGUI Library Development Discussion
- Topic: 0.6.X What do you want to see in 0.6 series
- Replies: 52
- Views: 57007
- Sat May 27, 2006 13:47
- Forum: CEGUI Library Development Discussion
- Topic: Macro defintion of max?
- Replies: 6
- Views: 8370
Re: Macro defintion of max?
2nd: Why am I getting this message exactly? I don't know when this check was added, but I didn't get the warnings before.. What could I have changed to start defining min and max? It might have also started to appear because either you or CEGUI changed the order in which some headers are included. ...
- Fri May 26, 2006 17:30
- Forum: CEGUI Library Development Discussion
- Topic: 0.5.0
- Replies: 36
- Views: 37648
Hi lindquist, I've had a look at the new listbox. I used the current svn trunk and copied over the samples from the pre_itemlistbox branch mentioned above. The sample 8 runs smoothly except some problems with the popup menu of an item being behind the scrollbars of the window. What I don't understan...
- Mon Apr 10, 2006 14:00
- Forum: CEGUI Library Development Discussion
- Topic: 0.5.0
- Replies: 36
- Views: 37648
Dalfy convinced me that a branch would be alot easier, so if you'd like to check out the new widget but dont want to apply the patch manually, you can just grab a copy of the 'pre-itemlistbox' branch :) Great thing that. I really was waiting for these. Am I right assuming this means the nice tree c...
- Fri Feb 10, 2006 14:13
- Forum: Offtopic Discussion
- Topic: new window based list items
- Replies: 0
- Views: 2518
new window based list items
Hi, I read about the new ListControls that use window derived comonents instead of items. As I plan using CEGUI for the in game editor of our engine I would be glad to get some time frame when these new controls will be in CVS. It's just that I can better plan development as I would really need some...
- Thu Feb 09, 2006 11:21
- Forum: Modifications / Integrations / Customisations
- Topic: OpenGL renderer and culling
- Replies: 3
- Views: 2819
Re: OpenGL renderer and culling
Will do.
Err..would do if I could find the bug tracking system? Is it because of the server change that there is no link to it or am I just blind?
Regards,
Markus
Edit:
Now that the site is back at sourceforge I managed to find the bug tracking system .
Err..would do if I could find the bug tracking system? Is it because of the server change that there is no link to it or am I just blind?
Regards,
Markus
Edit:
Now that the site is back at sourceforge I managed to find the bug tracking system .
- Tue Jan 24, 2006 08:53
- Forum: Modifications / Integrations / Customisations
- Topic: OpenGL renderer and culling
- Replies: 3
- Views: 2819
OpenGL renderer and culling
Hi, I use the latest stable release of CEGUI with the OpenGl renderer. I realized that CEGUI requires culling set to GL_FRONT or nothing gets rendered. The default value of OpenGl is GL_BACK though. Is it a bug or intentional? Is the library user required to set the correct culling mode for the rend...
- Wed Dec 15, 2004 21:19
- Forum: Modifications / Integrations / Customisations
- Topic: sharp small fonts- how?
- Replies: 21
- Views: 14812
sharp small fonts- how?
Checked this myself with similar results. The problem is that floor has no intrinsic from. My mistake.
- Wed Dec 15, 2004 13:12
- Forum: Modifications / Integrations / Customisations
- Topic: sharp small fonts- how?
- Replies: 21
- Views: 14812
sharp small fonts- how?
Oh, great. It will be interesting to have a look at your code and compare it to the things I did. Strange thing that floor looses against simple casting. What compiler did you use?
- Tue Dec 14, 2004 22:44
- Forum: Modifications / Integrations / Customisations
- Topic: sharp small fonts- how?
- Replies: 21
- Views: 14812
sharp small fonts- how?
Sorry for answering so late. I have been busy with work. I used floor() to cut off the fractional part so I think compiler intrinsics will kick in. I didn't do any profiling but as you already expected the framerate of the sample app didn't change at all. Sp I made some screenshot at least, Please n...
- Mon Dec 06, 2004 00:22
- Forum: Modifications / Integrations / Customisations
- Topic: sharp small fonts- how?
- Replies: 21
- Views: 14812
sharp small fonts- how?
Hello Eddy, I hope I'm not buggin you too much :) . I tested the other demos from the download section and the flickering is present with ogre and OpenGL renderes as well. I tried to find a more general solution and I think the results are quite good. 1. I removed the fractional parts of all absolut...
- Sat Dec 04, 2004 15:13
- Forum: Modifications / Integrations / Customisations
- Topic: sharp small fonts- how?
- Replies: 21
- Views: 14812
sharp small fonts- how?
In my opinion the relative adressing mode and the autoscaling is the source of flickering and blurryness. If there is an inconsistent mapping between screen pixels and texels it will flicker and get blurry. I don't see how to prevent that. So if the client wants autoscaling and relative adressing it...
- Fri Dec 03, 2004 17:08
- Forum: Modifications / Integrations / Customisations
- Topic: sharp small fonts- how?
- Replies: 21
- Views: 14812
sharp small fonts- how?
I couldn't sit and wait and played a bit with your code. In Imageset::draw( ) I adjusted the destination rect's position so be integer aligned. While this works good for me it will surely corrupt layout of other programs using CEGUI. There will be seams between controls I think. Another solution tha...
- Fri Dec 03, 2004 15:20
- Forum: Modifications / Integrations / Customisations
- Topic: sharp small fonts- how?
- Replies: 21
- Views: 14812
sharp small fonts- how?
May be you could internally align all text, and image positions to integers? This is basically what I'm trying to do do now on the client. May be there is a bug in the C#/Axiom version that does that unintentionally?
- Fri Dec 03, 2004 12:46
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: minor scrollbar behaviour
- Replies: 1
- Views: 2531
minor scrollbar behaviour
Hi Eddie, I noticed that the scrollbar increase and decrease buttons use the "OnClick" event to move the thumb. May be it's just my personal perference but I think the "OnMouseButtonDown" event should be used instead. This is more like the windows controls work. (As I side effekt...