Search found 5 matches

by crancran
Sun Apr 08, 2018 01:41
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Cegui with Ogre 2.1
Replies: 5
Views: 1744

Re: Cegui with Ogre 2.1

@kohedlo, give the latest default branch a try. OpenGL and DX11 both should work for OGRE 2.1 now.
by crancran
Sun Apr 08, 2018 01:40
Forum: Bug Reports, Suggestions, Feature Requests
Topic: DX11 with Ogre3d Error
Replies: 3
Views: 1072

Re: DX11 with Ogre3d Error

@mjbourquin, I recently fixed the shaders on the default branch while integrating support for OGRE 2.1. I don't presently have an OGRE 1.10 environment, but it'd be interesting to know if the default branch works for DX11 for you if you could try.
by crancran
Thu Apr 05, 2018 06:17
Forum: Help
Topic: "default" on Ogre2.1/D3D11?
Replies: 11
Views: 1739

Re: "default" on Ogre2.1/D3D11?

I have sent in the PR, found here.
by crancran
Thu Apr 05, 2018 05:43
Forum: Help
Topic: "default" on Ogre2.1/D3D11?
Replies: 11
Views: 1739

Re: "default" on Ogre2.1/D3D11?

FWIW, I've been working on support for OGRE 2.2 in CEGUI as of late and ran into this very issue. The fix is actually quite trivial. It simply involves making 2 changes to the HLSL shaders in the Ogre renderer module's Shaders.inl file. 1. PixelShaderColoured_HLSL "uniform float alphaPercentage...
by crancran
Fri Oct 28, 2011 01:55
Forum: Help
Topic: Handling Input
Replies: 1
Views: 322

Handling Input

I initially decided to wait on dealing with any UI elements of my game until I had some basic principles developed. Therefore, my input controller was designed to perform a key binding lookup upon an OIS keyPressed() call and then dispatched via the event system that particular notification. For exa...

Go to advanced search