Search found 17 matches
- Sat Feb 16, 2013 14:31
- Forum: Unofficial CEGUI-Related Tools
- Topic: Zadirion's CEGUI Font Exporter for Font Studio
- Replies: 2
- Views: 21996
Re: Zadirion's CEGUI Font Exporter for Font Studio
Thanks for the support Eddie. Well, the fourth screenie still showed a small overlapping between a few glyphs. That's fixed now in 1.1. That's about it for now, the plugin should now be in workable condition. There are a few ideas of improvements in the issue list on BitBucket, I'll implement them w...
- Sat Feb 16, 2013 02:02
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: ceed-snapshot11 doesn't load pixmap fonts
- Replies: 6
- Views: 9122
Re: ceed-snapshot11 doesn't load pixmap fonts
Meh, I bit the bullet and have rewritten the Font Studio's CEGUI exporter.
Relevant topic can be found here:
viewtopic.php?f=7&t=6367
Relevant topic can be found here:
viewtopic.php?f=7&t=6367
- Sat Feb 16, 2013 02:00
- Forum: Unofficial CEGUI-Related Tools
- Topic: Zadirion's CEGUI Font Exporter for Font Studio
- Replies: 2
- Views: 21996
Zadirion's CEGUI Font Exporter for Font Studio
EDIT: New version is out: Release notes 1.2: - Fixed glyphs in certain larger fonts with a large border sometimes overlap - Plugin now exports .imageset file too Download Zadirion's CEGUI Font Exporter for Font Studio v1.2 ===================== I bit the bullet and have ported the delphi plugin into...
- Fri Feb 15, 2013 07:43
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: ceed-snapshot11 doesn't load pixmap fonts
- Replies: 6
- Views: 9122
Re: ceed-snapshot11 doesn't load pixmap fonts
Anyone any thoughts on this?
- Thu Feb 14, 2013 06:47
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: ceed-snapshot11 doesn't load pixmap fonts
- Replies: 6
- Views: 9122
Re: ceed-snapshot11 doesn't load pixmap fonts
Ok i've debugged cegui to see what's happening. The issue is not with CEGUI, I used Font studio to generate end export the font to cegui format. Apparently it writes a bad HorzAdvance attribute for the glyphs in the `.font` file. I think CEED ignored this attribute and used the code PixMapfont::Defi...
- Thu Feb 14, 2013 05:34
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: ceed-snapshot11 doesn't load pixmap fonts
- Replies: 6
- Views: 9122
Re: ceed-snapshot11 doesn't load pixmap fonts
Ok I have upgraded my project to use CEGUI 0.7.9 however the overlapping font glyph issue still persists.
Is there any way to get pixmap fonts to work properly?
Thanks
Is there any way to get pixmap fonts to work properly?
Thanks
- Wed Feb 13, 2013 23:02
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: ceed-snapshot11 doesn't load pixmap fonts
- Replies: 6
- Views: 9122
Re: ceed-snapshot11 doesn't load pixmap fonts
Hi there, After some more investigation, I kinda figured it out. In CEED, I needed to also add a font entry in the scheme to get the font to load. Once that was done, an error appeared mentioning it wasn't able to load the imageset due to its version being set to 'unknown'. That's because the old im...
- Wed Feb 13, 2013 19:25
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: ceed-snapshot11 doesn't load pixmap fonts
- Replies: 6
- Views: 9122
ceed-snapshot11 doesn't load pixmap fonts
Hi, Is this a known limitation? I'm trying to load a font in CEED: <?xml version="1.0" ?> <Font Name="Viga" Filename="Viga.imageset" Type="Pixmap" NativeHorzRes="800" NativeVertRes="600" AutoScaled="false"> <Mapping Codepoint=&quo...
- Wed May 11, 2011 13:02
- Forum: Help
- Topic: Shader/Program applied to window?
- Replies: 7
- Views: 8468
Re: Shader/Program applied to window?
Thanks, CE, the answer was staring me in the face.
Have a nice day!
Have a nice day!
- Tue May 10, 2011 11:49
- Forum: Help
- Topic: Shader/Program applied to window?
- Replies: 7
- Views: 8468
Re: Shader/Program applied to window?
So, the conclusion is that to use performPreRenderFunctions you need some way to activate appropriate render system settings from the Material. If this is possible, I think all will be well. If not, I think perhaps your existing solution may be the best that is possible given the current state of t...
- Mon May 09, 2011 14:43
- Forum: Help
- Topic: Shader/Program applied to window?
- Replies: 7
- Views: 8468
Re: Shader/Program applied to window?
Thanks CE for the clarifications.
I will investigate this when I get home, and will come back with a conclusion.
I hope this thread helps other CEGUI users, the library is definitely well-written and thought-through.
Regards,
Zad
I will investigate this when I get home, and will come back with a conclusion.
I hope this thread helps other CEGUI users, the library is definitely well-written and thought-through.
Regards,
Zad
- Mon May 09, 2011 12:49
- Forum: Help
- Topic: Shader/Program applied to window?
- Replies: 7
- Views: 8468
Re: Shader/Program applied to window?
Hello CrazyEddie, Thank you for your comprehensive reply. I already figured out a 'sort of' a solution yesterday (after an entire weekend of head busting). It involved creating a class (FrameWindowWithMaterial) that derives from FrameWindow and implements selfDraw. In it, I call FrameWindow::selfDra...
- Sun May 08, 2011 04:18
- Forum: Modifications / Integrations / Customisations
- Topic: Blurred background for glass style
- Replies: 5
- Views: 8734
Re: Blurred background for glass style
Found out RenderEffect might be what I need.
Moved the discussion here, since this is more of a beginner's topic.
Moved the discussion here, since this is more of a beginner's topic.
- Sun May 08, 2011 04:16
- Forum: Help
- Topic: Shader/Program applied to window?
- Replies: 7
- Views: 8468
Shader/Program applied to window?
Now, I've done some research and from what I understand, RenderEffect is what I need to implement (using CEGUI 0.7.5) so that I can apply a shader to a CEGUI window. The RenderEffect interface documentation is pretty self explanatory, I know how to tie it to the rest of my code. What I do not know i...
- Sat May 07, 2011 16:36
- Forum: Modifications / Integrations / Customisations
- Topic: Blurred background for glass style
- Replies: 5
- Views: 8734
Re: Blurred background for glass style
Hello again. Unfortunately it appears I've hit a snag. I can't get the glass material to render: Ogre::MaterialManager & matMgr = Ogre::MaterialManager::getSingleton(); Ogre::MaterialPtr material = matMgr.getByName("Ogre/Compositor/GlassPass"); CEGUI::OgreRenderer & ogreRenderer = ...