Search found 12 matches
- Fri Dec 19, 2014 21:17
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Support for gamma correction
- Replies: 7
- Views: 16637
Re: Support for gamma correction
Sorry for getting back to you that late. I don't know when you plan to do your 1.0 release, but if that's not urgent, I could spare some time to do the implementation sometime by mid 2015. I'm currently working on a video game project and we're planning to launch a Kickstarter by April, so I absolut...
- Fri Dec 19, 2014 21:13
- Forum: Help
- Topic: [Solved]Tooltips behaviour question
- Replies: 14
- Views: 9960
Re: Tooltips behaviour question
If I remember well I encountered the same problem, and after spending hours searching on this forum, I saw the issue being discussed a lot of time ago. It was related to the mouse cursor. When using CEGUI's mouse cursor, the tooltip correctly takes the offset into account. But when you disable CEGUI...
- Mon Oct 13, 2014 12:09
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Support for gamma correction
- Replies: 7
- Views: 16637
Re: Support for gamma correction
Yeah I think so. The most efficient way to solve that IMO would be to add a global flag that would force the textures to be loaded as sRGB. Or it could be a per-imageset flag too, though I'm not sure if there would be any point in that.
- Wed Oct 08, 2014 21:26
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Support for gamma correction
- Replies: 7
- Views: 16637
Re: Support for gamma correction
Sorry if I wasn't clear, but I actually use DX11. In DX11 you can create the Swap Chain ( ie. the back buffer itself, in terms of OGL concepts, the one you glSwapBuffer from ) as an sRGB buffer. It is not an intermediary FBO. The final destination buffer itself is already sRGB. As a result it gets d...
- Wed Oct 08, 2014 17:08
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Support for gamma correction
- Replies: 7
- Views: 16637
Support for gamma correction
Here's a feature request: add support for gamma correction. Problem: in this age and day, a lot of apps are creating their backbuffer as R8G8B8_UNORM_SRGB (or the equivalent in OGL) to use the hardware for final gamma correction, and all the render pipeline is in linear space. Unfortunately CEGUI do...
- Wed Oct 08, 2014 16:57
- Forum: Help
- Topic: Tutorial's Lacking in information
- Replies: 11
- Views: 8553
Re: Tutorial's Lacking in information
Do you have actual examples of what you mean by a lack of documentation ? I started using CEGUI a week ago, and I had an issue related to compiling/linking the DX11 renderer module with my app, which was promptly addressed on this forum. After that, it took me a couple hours to integrate CEGUI into ...
- Wed Sep 17, 2014 21:13
- Forum: Help
- Topic: DirectX11 renderer dependency on D3DX ?
- Replies: 12
- Views: 9512
Re: DirectX11 renderer dependency on D3DX ?
V0.8 for now, but I'll eventually switch to default since it should work too.
Btw, do you have plans to update the DX11 renderer into the future version ? Like in 0.9 ?
Btw, do you have plans to update the DX11 renderer into the future version ? Like in 0.9 ?
- Tue Sep 16, 2014 18:54
- Forum: Help
- Topic: DirectX11 renderer dependency on D3DX ?
- Replies: 12
- Views: 9512
Re: DirectX11 renderer dependency on D3DX ?
Okay thanks, I finally got it working
- Mon Sep 15, 2014 21:21
- Forum: Help
- Topic: DirectX11 renderer dependency on D3DX ?
- Replies: 12
- Views: 9512
Re: DirectX11 renderer dependency on D3DX ?
I switched to CMake 2.8.12.2 and got the default branch from mercurial. Please: don't use default branch if you want to create a somewhat stable application. Use v0-8 branch instead. Right, but the root of my issues is that I can't use the 0.8 branch. It uses an obsolete DX11 renderer that has a de...
- Mon Sep 15, 2014 21:07
- Forum: Help
- Topic: DirectX11 renderer dependency on D3DX ?
- Replies: 12
- Views: 9512
Re: DirectX11 renderer dependency on D3DX ?
@Ident: as I mentionned above, the SDK I use is Windows Kit 8.1 I switched to CMake 2.8.12.2 and got the default branch from mercurial. I think something is wrong with the dependencies. I'm still using the download page's dependencies from the Windows 0.8.4 version, since I couldn't find any link th...
- Mon Sep 15, 2014 19:04
- Forum: Help
- Topic: DirectX11 renderer dependency on D3DX ?
- Replies: 12
- Views: 9512
Re: DirectX11 renderer dependency on D3DX ?
Hi, and thanks for the reply :) No, I'm using Windows 7. Installing the DX June SDK might be tricky, cause my current app's code works with Windows Kit 8.1. Obviously it uses DX11 too, so there might be a conflict of version if I try to setup them both for the same app... I'll try, but I'm pretty su...
- Mon Sep 15, 2014 17:45
- Forum: Help
- Topic: DirectX11 renderer dependency on D3DX ?
- Replies: 12
- Views: 9512
DirectX11 renderer dependency on D3DX ?
Hello, Sorry if my question seems stupid, I'm new to CEGUI and I've followed all the steps to install/compile the library in Visual Studio 2013 64 bits, so far pretty successfully. My app utilizes a D3D11 device, so I've been trying to use the DXD11 renderer module. But unless I'm missing something,...