Search found 47 matches

by niello
Tue Jun 11, 2019 10:59
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 13
Views: 410

Re: CEED on C++

Yes, as I wrote, OpenGL 3 CEGUI renderer now works in CEED :)
by niello
Mon Jun 10, 2019 20:16
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 13
Views: 410

Re: CEED on C++

Thanks for an idea. I just didn't put enough effort into this direction due to the lack of OpenGL knowledge. Now OpenGL 3 renderer works in CEED. As a side effect there are screenshots available by pressing 'Pause' key when focused on a layout editor (PrintScreen is oftenly used by smart third-party...
by niello
Mon Jun 10, 2019 19:12
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 13
Views: 410

Re: CEED on C++

Yes, I mean OpenGL contexts. I thought about that but didn't succeed in switching context in the middle of Qt widget paint(). I will try it again but if for no success then I see no other way than disabling VAO for CEED.
by niello
Mon Jun 10, 2019 11:35
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 13
Views: 410

Re: CEED on C++

I am much more comfortable with git when developing actively. When property problems are fixed and major functions are tested we can clone the repo to CEGUI bitbucket. If git is available there I would recommend using it. There is another big problem with Qt and OpenGL. As Florian reported, VAOs are...
by niello
Tue May 21, 2019 15:43
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 13
Views: 410

Re: CEED on C++

CEED port is almost usable now. I wait for a new version of a QtnProperty library to fix some major problems with properties and add multiproperty support for multiselection. I've ported a framework, an imageset editor and a layout editor. I started to port looknfeel and animation editors but they a...
by niello
Wed May 01, 2019 22:00
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: migrate to pugixml
Replies: 7
Views: 196

Re: Suggestion: migrate to pugixml

Then we can close this discussion. I thought there is no functional difference.
by niello
Tue Apr 30, 2019 21:46
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: migrate to pugixml
Replies: 7
Views: 196

Re: Suggestion: migrate to pugixml

Because reading & writing XML is always reading & writing XML. No variations except in performance. No option to have CEGUI resources with some particular library specific features (and this is good). Yes, we allow users to plug in their XML libraries, saving them near 50 KB of binary in the...
by niello
Tue Apr 30, 2019 18:15
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: migrate to pugixml
Replies: 7
Views: 196

Re: Suggestion: migrate to pugixml

I think there must be no difference for Linux users as CEGUI uses an XML parser only internally. It is completely transparent from outside, and building CEGUI becomes the only concern. We use particular libraries like freetype not giving the user ability to choose, so it is normal to have some hard ...
by niello
Mon Apr 29, 2019 12:44
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: get rid of default context
Replies: 13
Views: 835

Re: Suggestion: get rid of default context

Default context is removed from the 'default' branch.
Please note that using Renderer::getDefaultRenderTarget is now highly discouraged (I would even prefer to say prohibited) in a core CEGUI code. It can be left for convenience and used in user code though.
by niello
Mon Apr 29, 2019 12:39
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: migrate to pugixml
Replies: 7
Views: 196

Suggestion: migrate to pugixml

Hi all. There is an issue to drop rapidxml in favour of pugixml. But what if we drop all XML parsers and use pugixml only? According to benchmarks it is one of the fastest XML parsers and has reasonable memory footprint. Version 1.9 with XPath disabled has DLL size of 75 KB. Is it really necessary t...
by niello
Thu Mar 28, 2019 18:54
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 13
Views: 410

Re: CEED on C++

Just for information. I started porting CEED here:
https://github.com/niello/ceed-cpp

There is still much work to do. I will post here when it's done.
by niello
Sun Mar 10, 2019 06:39
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 13
Views: 410

Re: CEED on C++

Then I will try to accomplish it) This will be an interesting experience. I started working on editor a couple of days ago locally, and I personally prefer git over hg, but it doesn't make the code itself better or worse. As soon as I have something roughly working I'll share the repo with you and w...
by niello
Sat Mar 09, 2019 17:01
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 13
Views: 410

CEED on C++

Hi. I migrated my engine to CEGUI default branch. Prebuilt CEED snapshot 11 has problems with it. It doesn't support fonts format v4 and saves strange (v0-8?) properties to widgets so that the game crashes with the 'unknown property' exception. Building CEED for Windows turned out to be so much pain...
by niello
Mon Mar 04, 2019 06:21
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: get rid of default context
Replies: 13
Views: 835

Re: Suggestion: get rid of default context

There is a branch named 'drawmode-devel-v0'. It contains a feature of rendering some parts of GUI separately. For example as opaque, allowing it to write to Z-buffer. It would be nice to merge it into the default branch if possible.

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