On second thought.. Has anyone else had this problem (cegui 0.8.7 + ogre 1.11.5)? I wonder if I just had some initial setup problem..
I can make a PR out of this if anyone else is seeing this problem (ie., it actually exists).
Search found 71 matches
- Thu Feb 07, 2019 10:14
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: FindOgre.cmake doesn't find ogre
- Replies: 5
- Views: 16593
- Tue Jan 29, 2019 10:23
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: FindOgre.cmake doesn't find ogre
- Replies: 5
- Views: 16593
Re: FindOgre.cmake doesn't find ogre
I have a backward compatible fix for this (I tested with VERSION definitions in either Prerequesites.h or BuildSettings.h). Now I just need to create a Pull Request for it. I've never done that for CEGUI before, so bear with me please : ) Is it correct to create a fork on bitbucket?
- Mon Jan 28, 2019 12:50
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: FindOgre.cmake doesn't find ogre
- Replies: 5
- Views: 16593
- Sun Jan 27, 2019 23:29
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: FindOgre.cmake doesn't find ogre
- Replies: 5
- Views: 16593
FindOgre.cmake doesn't find ogre
(This is for v0-8 - 16th January 2019. CMake 3.9.4) So I might be missing something obvious but after setting OGRE_H_BUILD_SETTINGS_PATH and OGRE_H_PATH I still run into ${OGRE_VERSION} being unset. This results in the error CMake Error at CMakeLists.txt:113 (if): if given arguments: "TRUE"...
- Thu Sep 21, 2017 08:11
- Forum: Help
- Topic: "default" on Ogre2.1/D3D11?
- Replies: 11
- Views: 24666
Re: "default" on Ogre2.1/D3D11?
I was initially on v0-8 (latest) but having problems, so I decided to try with the default branch. Actually, v0-8 got much further, and that problem was more related to parsing XML resources. I will give v0-8 another shot. For "default", I'll also see if I can select a different Shader Mod...
- Wed Sep 20, 2017 18:05
- Forum: Help
- Topic: "default" on Ogre2.1/D3D11?
- Replies: 11
- Views: 24666
Re: "default" on Ogre2.1/D3D11?
No difference with latest Ogre 2.1. CEGUI's pixel shader uniform float alphaPercentage; struct VS_OUT { float4 position : POSITION; float4 colour : COLOR; float2 uv : TexCoord0; }; float4 main(float4 colour : COLOR, float2 uv : TexCoord0, uniform sampler2D texture0 : TEXUNIT0) : COLOR { colour = tex...
- Wed Sep 20, 2017 14:56
- Forum: Help
- Topic: "default" on Ogre2.1/D3D11?
- Replies: 11
- Views: 24666
Re: "default" on Ogre2.1/D3D11?
Meh,.. I was running Ogre v2.1, but not latest it turns out. I'll respin and get back.
- Wed Sep 20, 2017 14:54
- Forum: Help
- Topic: "default" on Ogre2.1/D3D11?
- Replies: 11
- Views: 24666
Re: "default" on Ogre2.1/D3D11?
Oh yes, now I remember why I didn't post the log.. 20/09/2017 16:49:33 (Std) +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 20/09/2017 16:49:33 (Std) + Crazy Eddie's GUI System - Event log + 20/09/2017 16:49:33 (Std) + (http://www.cegui.org.uk/) + 20/09/2017 16:49:33...
- Wed Sep 20, 2017 08:02
- Forum: Help
- Topic: "default" on Ogre2.1/D3D11?
- Replies: 11
- Views: 24666
Re: "default" on Ogre2.1/D3D11?
The title says it all
And I'll post the log file too (soon)
CEGUI branch default (= 1.0) "latest" with OgreRenderer.
Ogre 2.1 "latest" with D3D11 renderer

And I'll post the log file too (soon)

CEGUI branch default (= 1.0) "latest" with OgreRenderer.
Ogre 2.1 "latest" with D3D11 renderer
- Tue Sep 19, 2017 20:22
- Forum: Help
- Topic: "default" on Ogre2.1/D3D11?
- Replies: 11
- Views: 24666
"default" on Ogre2.1/D3D11?
Hi, On Win x64, I get Cannot compile D3D11 high-level shader __cegui_internal_texture_ps__ Errors: (11,13-31): error X3523: DX9-style intrinsics are disabled when not in dx9 compatibility mode. and High-level program __cegui_internal_colour_ps__ encountered an error during loading and is thus not su...
- Tue Jan 12, 2016 23:21
- Forum: Help
- Topic: [SOLVED] Window hangs around after deletion
- Replies: 4
- Views: 6639
Re: [SOLVED] Window hangs around after deletion
Yes, I know, I know!!
I am using that page! (Obviously with bits missing
) 



- Mon Jan 11, 2016 22:01
- Forum: Help
- Topic: [SOLVED] CEGUI -> Ogre3D Render-to-Texture Alpha Weirdness
- Replies: 15
- Views: 15669
- Mon Jan 11, 2016 21:59
- Forum: Help
- Topic: [SOLVED] Window hangs around after deletion
- Replies: 4
- Views: 6639
Re: Window hangs around after deletion
Ident, sorry, I thought my problem was due to some crucial root window setting. However I SOLVED it a minute ago, hehe. I was missing this, silly me: static_cast<CEGUI::TextureTarget&>(guic->getRenderTarget()).clear(); AND it solved THIS! My old RTT Alpha weirdness from almost two years ago! Adm...
- Mon Jan 11, 2016 13:18
- Forum: Help
- Topic: [SOLVED] Window hangs around after deletion
- Replies: 4
- Views: 6639
[SOLVED] Window hangs around after deletion
Hi! After destroying the child (a Listbox called "WebPopupMenu") of an RTT GUIContext root window, it is still visible. I want it gone! :wink: CEGUI::Window *root = CApplication::getSingleton().getGUIContext(m_sOverlayName)->getRootWindow(); CEGUI::Listbox *lb = static_cast<CEGUI::Listbox ...
- Fri May 02, 2014 07:29
- Forum: Help
- Topic: Building CEGUI
- Replies: 7
- Views: 6771
Re: Building CEGUI
Ahem, just to reiterate a comment regarding Visual Studio version numbering: (Taken from Wikipedia ) Ver - Product 5.0 - Visual Studio 97 6.0 - Visual Studio 6.0 7.0 - Visual Studio .NET (2002) 7.1 - Visual Studio .NET 2003 8.0 - Visual Studio 2005 9.0 - Visual Studio 2008 10.0 - Visual Studio 2010 ...