Search found 21 matches

by evilrat
Mon Feb 20, 2012 13:42
Forum: Help
Topic: renderer bug? - cegui 0.8
Replies: 13
Views: 11634

Re: renderer bug? - cegui 0.8

Why would you use multiple contexts??? You can render CEGUI OGL or OGL3 to your 3.3 context as long as it is compatiblitiy profile. In the core profile case you can use my OGL3 renderer and render to any OGL3.2+ core context. thanks really, but i'm making something for the future, so only core prof...
by evilrat
Mon Feb 20, 2012 12:46
Forum: Help
Topic: renderer bug? - cegui 0.8
Replies: 13
Views: 11634

Re: renderer bug? - cegui 0.8

did you try the samples? yes, demo6 has lots of dependencies, it even has configuration dependencies, so i do inventory test and another one. no problems with text at all. so that what i'm asking in first post, i'm sure i put window resize notifications but maybe there is something else i missed ? ...
by evilrat
Mon Feb 20, 2012 02:57
Forum: Help
Topic: renderer bug? - cegui 0.8
Replies: 13
Views: 11634

Re: renderer bug? - cegui 0.8

Ident wrote:did you try the samples?

yes, demo6 has lots of dependencies, it even has configuration dependencies, so i do inventory test and another one. no problems with text at all.
so that what i'm asking in first post, i'm sure i put window resize notifications but maybe there is something else i missed ?
by evilrat
Fri Feb 17, 2012 15:37
Forum: Help
Topic: renderer bug? - cegui 0.8
Replies: 13
Views: 11634

Re: renderer bug? - cegui 0.8

no i don't switching any states on empty scenes.

ok i'll try what you say later.

p.s. that what i say about freetype is what caused corrupted glyphs(characters) when 'raw' freetype texture used to make opengl 3.x texture for drawing text
by evilrat
Fri Feb 17, 2012 15:14
Forum: Help
Topic: renderer bug? - cegui 0.8
Replies: 13
Views: 11634

Re: renderer bug? - cegui 0.8

yes the driver support opengl up to 4.2 i'm creating context with a wglCreateContextAttribsARB func, no libs used at all. ceguibase requires freetype. so, if you say ur renderer don't create own context and it's absolutely unaware about what context is active it really should work fine(and it does, ...
by evilrat
Fri Feb 17, 2012 12:14
Forum: Help
Topic: renderer bug? - cegui 0.8
Replies: 13
Views: 11634

Re: renderer bug? - cegui 0.8

geforce gtx 570, so it definitely support opengl 3.2. i'm using 3.3 context for now, though i haven't looked sources i think ur renderer create own context, right? my windows and contexts created by hand without other tools, so i'm loading function pointer myself and they are stored not in global na...
by evilrat
Fri Feb 17, 2012 08:32
Forum: Help
Topic: renderer bug? - cegui 0.8
Replies: 13
Views: 11634

renderer bug? - cegui 0.8

looks like i have encountered a bug(?) with latest cegui. with opengl renderer when i resize program window cegui window gets resized properly, but when i resize cegui window it has a very strange behavior, so most of elements are misplaced but still looks almost properly. with cegui opengl3 rendere...
by evilrat
Thu Feb 16, 2012 09:23
Forum: Help
Topic: cmake and boost - cegui 0.8
Replies: 3
Views: 5631

Re: cmake and boost - cegui 0.8

no matter what i try it still "can't find" boost, googled solutions also was useless, so i skip boost at all. but looks like the actual thing which preventing from configure was cpack section, i have entirely commented it out and now at least i can configure and build. this is not somethin...
by evilrat
Wed Feb 15, 2012 08:40
Forum: Help
Topic: cmake and boost - cegui 0.8
Replies: 3
Views: 5631

cmake and boost - cegui 0.8

greetings, i have using cegui version 0.8(about 2 weeks old), today i have updated cegui 0.8 from hg repo, and when i try to cmake it, cmake fails with following errors CMake Error at C:/Program Files (x86)/CMake 2.8/share/cmake-2.8/Modules/FindBoost.cmake:694 (file): file Internal CMake error when ...
by evilrat
Sat Jan 21, 2012 04:15
Forum: Help
Topic: How to draw CEGUI on Ogre Billboard?
Replies: 12
Views: 11125

Re: How to draw CEGUI on Ogre Billboard?

well that getActiveTexture method has description it CAN return 0 if no active textures, and there is also setActiveTexture method described as texture setter for drawing on that texture. may be you should try to set your own texture here first? oops, nevermind this looks like texture for window :? ...
by evilrat
Wed Jan 18, 2012 07:59
Forum: Help
Topic: How to draw CEGUI on Ogre Billboard?
Replies: 12
Views: 11125

Re: How to draw CEGUI on Ogre Billboard?

current active texture is a opengl/directx texture id, that id 'has' binded texture data you should do that on root window if you want a complete window drawed, or on text window if you want only text: //a CEGUI::Window Cegui::Window* pWnd = somewhereCreateACeguiWindow(); //get the buffer CEGUI::Tex...
by evilrat
Tue Jan 17, 2012 14:39
Forum: Help
Topic: How to draw CEGUI on Ogre Billboard?
Replies: 12
Views: 11125

Re: How to draw CEGUI on Ogre Billboard?

well, some kind of.

geometry buffer has method GeometryBuffer::getActiveTexture() which return Texture (struct?) ptr, this ptr, i think, you could feed to loadFromMemory method of OgreTexture which perform some data copying related to ogre.
by evilrat
Tue Jan 17, 2012 11:49
Forum: Help
Topic: How to draw CEGUI on Ogre Billboard?
Replies: 12
Views: 11125

Re: How to draw CEGUI on Ogre Billboard?

not sure why you want draw each window separately... i'm don't use ogre, but generally speaking cegui provide fbo(preferable way) id, bind that fbo when draw ogre billboard texture, in case of 2 different render context you need to share lists(if opengl/windows) or mem copy between contexts. going t...
by evilrat
Sun Jan 08, 2012 05:24
Forum: Help
Topic: rendering problem
Replies: 8
Views: 5125

Re: rendering problem

thanks again, now with fresh sources(and glew) everything works just fine
by evilrat
Sun Jan 08, 2012 03:07
Forum: Help
Topic: ListboxTextItem Inheritance
Replies: 12
Views: 7409

Re: ListboxTextItem Inheritance

i don't say override , but overload . make similar function with different signature and for ur list box use it instead of standard way. crude and hacky, but should do the trick. or at last do like CrazyEddie sayd, set it virtual and patch to devs or there is also another way, in selection event cal...

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