Search found 33 matches

by Alundra
Wed May 03, 2017 23:26
Forum: Help
Topic: [Solved] SRGB textures
Replies: 14
Views: 1205

Re: SRGB textures

I simply changed all format to SRGB since I only want to load SRGB and render to SRGB it's all ok for me but of course the mode to allow SRGB or not is nice a middleware and also allow to load the two color space. But of course all the commercial games allow a gamma setting for the render target bec...
by Alundra
Fri Mar 31, 2017 20:21
Forum: Help
Topic: [Solved] SRGB textures
Replies: 14
Views: 1205

Re: SRGB textures

In the case of GUI, since it's diffuse texture, it has to be in sRGB, but on a classical rendering you have other type of texture which is not sRGB like normal map, displacement map ... But yea normally when you start on one color space, you do all with this color space, but normally the engine must...
by Alundra
Thu Mar 30, 2017 19:15
Forum: Help
Topic: [Solved] SRGB textures
Replies: 14
Views: 1205

Re: SRGB textures

I'm using the version 0.8.7 from the website and I simply recompiled on x86/x64 and debug/release for each. I can simply change the format of the texture to SRGB and recompile the renderer but for the 1.0 it would be better to have directly the option. But in reality sRGB should be a property by tex...
by Alundra
Thu Mar 30, 2017 17:41
Forum: Help
Topic: [Solved] SRGB textures
Replies: 14
Views: 1205

Re: SRGB textures

The flag on the creation looks to be a good solution.
RGBA8, BC1,BC2,BC3 and BC7 have equivalent SRGB format.
by Alundra
Wed Mar 29, 2017 22:43
Forum: Help
Topic: [Solved] SRGB textures
Replies: 14
Views: 1205

Re: SRGB textures

Correct. So the only solution I see would be to output in a RGBA8 texture and then render to the back buffer which is in SRGB, since the input is in RGBA8 (the render target) so the conversion is not performed. Would works, but needs extra works on the rendering, using simply the good texture format...
by Alundra
Wed Mar 29, 2017 21:36
Forum: Help
Topic: [Solved] SRGB textures
Replies: 14
Views: 1205

Re: SRGB textures

Do you mean on a render target in RGBA8 and then render a full screen triangle again to show this result ? But also maybe I'm doing wrong the SRGB, it's something I'm adding now, i'm not an expert on the topic for the GPU side. Maybe the back buffer should not be in SRGB format but only the diffuse ...
by Alundra
Wed Mar 29, 2017 18:51
Forum: Help
Topic: [Solved] SRGB textures
Replies: 14
Views: 1205

[Solved] SRGB textures

Hi, CEGUI has an option to set the texture in SRGB format ? If not, how handle the loading correctly ? I see in the D3D11 renderer : static DXGI_FORMAT toD3DPixelFormat(const Texture::PixelFormat fmt) { switch (fmt) { case Texture::PixelFormat::Rgba: return DXGI_FORMAT_R8G8B8A8_UNORM; case Texture::...
by Alundra
Tue Mar 28, 2017 18:23
Forum: Help
Topic: [D3D11 - CEGUI 0.8.7] Issue on the rendering on the start app
Replies: 5
Views: 660

Re: [D3D11 - CEGUI 0.8.7] Issue on the rendering on the start app

I don't have the issue anymore since I improved the fullscreen switch code so I guess it's definitively not related to CEGUI at the end.
by Alundra
Tue Mar 28, 2017 01:17
Forum: Help
Topic: [Solved] Correct method to use CEGUI ?
Replies: 11
Views: 1045

Re: Correct method to use CEGUI ?

All in one layout ? Basically I don't need a big GUI : - MainMenu with different windows for the settings - InGame interface (life, weapon used + bullets, minimap) - InGame menu to go back to the main menu + settings in game So what I thought was to have a created root always there and manage the ad...
by Alundra
Mon Mar 27, 2017 22:41
Forum: Help
Topic: [D3D11 - CEGUI 0.8.7] Issue on the rendering on the start app
Replies: 5
Views: 660

Re: [D3D11 - CEGUI 0.8.7] Issue on the rendering on the start app

I don't know what cause this issue because it's not always there... Always hard to identify an issue without know how to reproduce correctly :/ I tried to quit and launch multiple time the issue is not there again, maybe was not related to CEGUI. The issue was only in fullscreen, I don't know if it'...
by Alundra
Mon Mar 27, 2017 14:25
Forum: Help
Topic: [D3D11 - CEGUI 0.8.7] Issue on the rendering on the start app
Replies: 5
Views: 660

[D3D11 - CEGUI 0.8.7] Issue on the rendering on the start app

Hi, All works good but sometimes, when I launch my application I have to move the cursor to have the rendering correct. It's like if all around the widgets it's bugged but the GUI render correctly and once you move the mouse all is ok. The weird thing is it's not always there, very weird ! I use CEG...
by Alundra
Sun Mar 26, 2017 23:06
Forum: Help
Topic: [Solved] Correct method to use CEGUI ?
Replies: 11
Views: 1045

Re: Correct method to use CEGUI ?

But doing this method, if I want to show a layout on a layout, like a window on the game interface, it's not possible right ?
Using the method I actually use I can simply add a child layout, but maybe another way exists already ?
Example : In-Game menu layout on the In-Game interface layout.
by Alundra
Sun Mar 26, 2017 20:50
Forum: Help
Topic: [Solved] Correct method to use CEGUI ?
Replies: 11
Views: 1045

Re: Correct method to use CEGUI ?

The root here is a DefaultWindow : CEGUI::Window* RootWindow = CEGUI::WindowManager::getSingleton().createWindow( "DefaultWindow", "Root" ); CEGUI::System::getSingleton().getDefaultGUIContext().setRootWindow( RootWindow ); And in the layout it's like that : Root (DefaultWindow) -...
by Alundra
Sun Mar 26, 2017 19:16
Forum: Help
Topic: [Solved] Correct method to use CEGUI ?
Replies: 11
Views: 1045

Re: Correct method to use CEGUI ?

Here the process event function : bool CGUISystem::ProcessEvent( const SDL_Event& Event ) { // Process the event. switch( Event.type ) { case SDL_WINDOWEVENT : { // Check if the size of the window has changed. if( Event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ) { // Get the width and the he...
by Alundra
Sun Mar 26, 2017 14:13
Forum: Help
Topic: [Solved] Correct method to use CEGUI ?
Replies: 11
Views: 1045

Re: Correct method to use CEGUI ?

Apparently if I don't set that the event of CEGUI always returns TRUE and then my custom event is bypassed because I stop the event processing if CEGUI returns TRUE on one event injection to not have any event if one GUI event is processed.

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