Search found 5 matches
- Sun Apr 08, 2018 01:41
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Cegui with Ogre 2.1
- Replies: 5
- Views: 11369
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.
- Sun Apr 08, 2018 01:40
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: DX11 with Ogre3d Error
- Replies: 3
- Views: 9126
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.
- Thu Apr 05, 2018 06:17
- Forum: Help
- Topic: "default" on Ogre2.1/D3D11?
- Replies: 11
- Views: 17104
Re: "default" on Ogre2.1/D3D11?
I have sent in the PR, found here.
- Thu Apr 05, 2018 05:43
- Forum: Help
- Topic: "default" on Ogre2.1/D3D11?
- Replies: 11
- Views: 17104
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...
- Fri Oct 28, 2011 01:55
- Forum: Help
- Topic: Handling Input
- Replies: 1
- Views: 1632
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...