Search found 22 matches

by muhkuh
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

Porting the tree control would be nice.
by muhkuh
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. ...
by muhkuh
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...
by muhkuh
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...
by muhkuh
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...
by muhkuh
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 :-).
by muhkuh
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...
by muhkuh
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. :roll:
by muhkuh
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?
by muhkuh
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...
by muhkuh
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...
by muhkuh
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...
by muhkuh
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...
by muhkuh
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?
by muhkuh
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...

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