Search found 60 matches
- Thu May 18, 2006 00:42
- Forum: Help
- Topic: Missing pcre and tinyxml in CVS?
- Replies: 15
- Views: 13846
baxissimo, what compiler are you using? I had the same troubles on VC 8 Pro (HEAD version of code, got clean today) but after the beta dependencies and the 'ignore stlport_vc7_s' Im still having troubles compiling. I'm still on MSVC.NET 7.1 cannot open file 'LIBC.lib' CEGUIBase and Cannot open incl...
- Thu Mar 30, 2006 23:30
- Forum: User Projects
- Topic: Ogre CeguiMeshViewer (Falagard + Marti)
- Replies: 9
- Views: 16178
@baxissimo: both windows are resizable. Not sure what you're talking about, but I'm talking about the window frame inside which your whole program lives. It seems to be a fixed resolution. It captures the mouse first of all so you can't get outside the program's frame, but even if you alt-tab away ...
- Thu Mar 30, 2006 05:14
- Forum: Modifications / Integrations / Customisations
- Topic: large staticimage question!
- Replies: 10
- Views: 7061
Should i split the image to 4 small tiles and their size is small enough? But how can i use them in a staticimage? I appreciate for some advice and suggestion. :P I dunno about that, but one approach would be to use an image editing program to shrink your 800x600 image down to a 512x512. Then displ...
- Thu Mar 30, 2006 00:06
- Forum: User Projects
- Topic: Ogre CeguiMeshViewer (Falagard + Marti)
- Replies: 9
- Views: 16178
Re: Ogre CeguiMeshViewer (Falagard + Marti)
Nice. Is it possible to make the window resizeable?
- Wed Mar 29, 2006 23:50
- Forum: Modifications / Integrations / Customisations
- Topic: large staticimage question!
- Replies: 10
- Views: 7061
hi wolfman, thanks, but i have test a image size 511x511 or 384x600, the fps can be 70. If CEGUI is rounding dimensions up to to the nearest power of 2 (which I think is how it deals with non-power-of-two textures) then 511x511 allocates a 512x512 texture; 384x600 allocates a 512x1024 texture. But ...
- Tue Mar 28, 2006 01:39
- Forum: Help
- Topic: Missing pcre and tinyxml in CVS?
- Replies: 15
- Views: 13846
- Mon Mar 27, 2006 02:24
- Forum: Help
- Topic: Missing pcre and tinyxml in CVS?
- Replies: 15
- Views: 13846
- Mon Mar 27, 2006 01:46
- Forum: Skins and Themes
- Topic: *Smacks Head into table* ARRG Whats with all these files!!!!
- Replies: 4
- Views: 6644
- Sun Mar 19, 2006 23:27
- Forum: Offtopic Discussion
- Topic: Commercial competitors?
- Replies: 1
- Views: 3074
Commercial competitors?
Just heard about this product: Scaleform GFx , which is apparently a commercial game gui tool. Anyone have any experience with it? Maybe there's something which can be learned from it. But apparently you have to register to even look at screen shots. Bizarre. Anyway, I wasn't even aware there were a...
- Sat Mar 18, 2006 12:23
- Forum: Skins and Themes
- Topic: what about an utility to edit *.imageset files
- Replies: 77
- Views: 85739
The other half originates in the fact that GTK may have been a bad choice. When I zoom in a couple of times on the image, the utility gets heavy. My guess is that GTK (or actually GDK) uses some sort of resize algorithm which is clearly too overambituous, e.g. filtered rescale using pure ansi-C. Hm...
- Sat Mar 18, 2006 12:06
- Forum: CEGUI Library Development Discussion
- Topic: Making a simplified interface
- Replies: 5
- Views: 7379
The more I think about this, the more I like it. It would be handy to have, both for me and others. It would give me a good excuse to figure out the internals of CE fairly well. And it would give me a good alternative to point GLUI users to. @Lindquist: you may be right, the best way to go may be ju...
- Sat Mar 18, 2006 11:37
- Forum: Help
- Topic: Missing pcre and tinyxml in CVS?
- Replies: 15
- Views: 13846
The MSVC++ build has been updated now. There are some issues with the Lua bindings not compiling, but everything else is now working again. You will need the updated commom dependency package for Win32 - I have uploaded a 'beta' version which can be downloaded here . Great. Thanks for the update. I...
- Sat Mar 18, 2006 07:54
- Forum: CEGUI Library Development Discussion
- Topic: Leveraging renderer-specific capabilities (like 3D)
- Replies: 3
- Views: 5528
there is nothing keep you from rendering stuff to a texture and putting that in your gui... That's a good point. For GL or DX renderers one could use render-to-texture functionality. It would induce some overhead, but the GUI is hopefully never going to be so complicated that that would be a bottle...
- Fri Mar 17, 2006 03:07
- Forum: CEGUI Library Development Discussion
- Topic: Leveraging renderer-specific capabilities (like 3D)
- Replies: 3
- Views: 5528
Leveraging renderer-specific capabilities (like 3D)
What are the major obstacles to overcome to allow widgets to be drawn using specific functionality available only on certain renderers? For instance, a rotation ball widget like GLUI's would be neat to have. ( http://www.cs.unc.edu/~rademach/glui/ ) It there some obvious way to make the problem trac...
- Fri Mar 17, 2006 02:59
- Forum: CEGUI Library Development Discussion
- Topic: Making a simplified interface
- Replies: 5
- Views: 7379