Search found 6 matches
- Thu Oct 31, 2013 21:11
- Forum: Help
- Topic: [Crash] Pixel shader error with Ogre D3D11 [solved]
- Replies: 2
- Views: 5211
Re: [Crash] Pixel shader error with Ogre D3D11
I had this problem. I think it is due to 'texture' being a keyword in the latest shader model. I changed the declaration to this: static Ogre::String S_hlsl_ps_source( "float4 main(float4 position : POSITION," " float2 texCoord : TEXCOORD0," " float4 colour : COLOR," &q...
- Mon Sep 30, 2013 04:48
- Forum: Help
- Topic: black window with Ogre and DirectX 11
- Replies: 2
- Views: 2204
Re: black window with Ogre and DirectX 11
So here is how I am trying to use the direct3D11 renderer in my Ogre application: In the initialization function: D3D11Device device = ((D3D11RenderSystem*)app->GetRoot()->getRenderSystem())->_getDevice(); mRenderer = &CEGUI::Direct3D11Renderer::bootstrapSystem(device.get(), device.GetImmediateC...
- Wed Sep 25, 2013 23:18
- Forum: Help
- Topic: black window with Ogre and DirectX 11
- Replies: 2
- Views: 2204
Re: black window with Ogre and DirectX 11
I thought maybe the window was being made invalid but not redrawing, so I tried every function I could find to force a redraw. No luck.
Can the CEGUI Direct3D11 render module be used with an ogre application? Is there as example of how to get the values from ogre needed to initialize this library?
Can the CEGUI Direct3D11 render module be used with an ogre application? Is there as example of how to get the values from ogre needed to initialize this library?
- Thu Aug 22, 2013 23:40
- Forum: Help
- Topic: black window with Ogre and DirectX 11
- Replies: 2
- Views: 2204
black window with Ogre and DirectX 11
I am using CEGUI 0.8.2 with Ogre 1.9 and using the OgreRenderer. When I have Ogre configured to use DirectX 9, everything is functioning as it should. But when I switch Ogre to use DirectX 11, the application window goes black except for any CEGUI guis. This happens as soon as I display a GUI or mov...
- Wed Jan 02, 2013 00:32
- Forum: Modifications / Integrations / Customisations
- Topic: Touch Screen input
- Replies: 2
- Views: 8932
Re: Touch Screen input
I conducted an expirement by clicking on the center then each of the four corners and recording the values from the mouse state : e.state.X.abs, e.state.Y.abs, e.state.X.rel, e.state.Y.rel, e.state.X.absonly, e.state.Y.absonly, e.state.width and e.state.height. Using the mouse the results were: 0 0 ...
- Sun Dec 30, 2012 22:02
- Forum: Modifications / Integrations / Customisations
- Topic: Touch Screen input
- Replies: 2
- Views: 8932
Touch Screen input
Hello, I am working on an application that can accept input from either a touchscreen or a mouse. The application has been working well with an older HyVision touchscreen. We recently upgraded to a new Plannar PT1701MX. The application no longer registers clicks on the screen properly. The drivers a...