Search found 492 matches

by Pompei2
Wed Feb 18, 2009 18:57
Forum: Help
Topic: GEGUI Visual C++ Runtime error with MinGW
Replies: 3
Views: 1237

But you should care, it is possible that, if you have configuration problems, it will always crash when you call "subscribeEvent". If that is the case, you should check if you use only debug/only release libraries and they are compiled in a same manner.
by Pompei2
Wed Feb 18, 2009 18:52
Forum: Offtopic Discussion
Topic: Shift Window position if mouse over
Replies: 2
Views: 1078

That would interest me too! But I too have no idea :)
by Pompei2
Sun Feb 15, 2009 21:21
Forum: Help
Topic: Long lines in StaticText [solved]
Replies: 1
Views: 470

Set its property to:

Code: Select all

            <Property Name="HorzFormatting"  Value="WordWrapLeftAligned" />
by Pompei2
Sun Feb 15, 2009 21:19
Forum: Help
Topic: crash,assert
Replies: 3
Views: 551

Maybe the game is linked with C Runtime library Multithreaded and the DirectX demos are linked with C Runtime library not multithreaded, or something like that. Try to compile your dll with different options.
by Pompei2
Fri Feb 13, 2009 19:12
Forum: Official Announcements, Works in Progress, and Future Directions
Topic: Consider dropping VC 2003 (7.1) support
Replies: 16
Views: 9580

VC 2003 (7.1) 10% [ 1 ]
VC 2005 (8) 30% [ 3 ]
VC 2008 (9) 60% [ 6 ]

Soo what will you do with these results now?
by Pompei2
Fri Feb 13, 2009 19:09
Forum: Help
Topic: Create font from imageset?
Replies: 8
Views: 671

Rudy_Thong wrote:

Code: Select all

tXmlAttributes.add("Size", ToString(pSize));
tXmlAttributes.add("AntiAlias", "true");

I wonder what these two lines of code should do?
I think bitmap fonts per definition only have one size and no antialiasing? Am I wrong?
by Pompei2
Wed Feb 11, 2009 22:47
Forum: Help
Topic: I have a question about the looknfeel!
Replies: 5
Views: 930

Re: I have a question about the looknfeel!

I think it would be really good to have some wide and varied skins available, and this was the idea behind having a skins repository, although unfortunately we're not able to force people to make skins for us :) I talked with our graphics guy, and he's ok to give our skin to the CEGUI project as so...
by Pompei2
Wed Feb 11, 2009 17:48
Forum: Help
Topic: Resources seem to be messed up
Replies: 8
Views: 1638

Hmm, so in effect we would probably benefit from moving away from tga and over to png for all our files? I think I have the trick: in CEGUITGAImageCodec.cpp, there is this code: // Now we move the file pointer to the pixel data buffer += length + 1; For me, it's at line 180-181. Instead of just ski...
by Pompei2
Tue Feb 10, 2009 21:34
Forum: Unofficial CEGUI-Related Tools
Topic: Font Studio bitmap font generator supports CEGUI
Replies: 8
Views: 8598

I really, REALLY appreciate! thanks for sharing!

I tought bitmap fonts are dead, but now I don't think so anymore! I will look into using it in our game :P Great news, really!
by Pompei2
Tue Feb 10, 2009 12:57
Forum: Help
Topic: createImagesetFromImageFile() image is blurry
Replies: 6
Views: 1140

What codec are you using to load images? (I mean SILLY, DevIL, ...?)
by Pompei2
Tue Feb 10, 2009 12:55
Forum: Help
Topic: [SOLVED] Building CEGUI 6.2 for MinGW
Replies: 19
Views: 7866

I checked ./configure --help and there is an option for prefix/suffix but from what I can tell it only applies to programs and not to libs (though I did not test this). I added mantis ticket, and will investigate it all a bit further a little later on. I'm quite sure there was a possibility to do t...
by Pompei2
Tue Feb 10, 2009 12:53
Forum: Help
Topic: ComboBox drop down text options not visible
Replies: 16
Views: 3354

CrazyEddie wrote:This is a possibility, thanks for the idea. I'll look into it in more detail once that "other job" I'm working on is done ;)

If you really want to do that, there is a webpage that talks about calculation of the brightness of a pixel.
by Pompei2
Tue Feb 10, 2009 12:50
Forum: Help
Topic: Resources seem to be messed up
Replies: 8
Views: 1638

I think so. The only advantage you have with the tga files was to have at least one file format that a lot of drawing programs can export to (not always correctly) without any external library. That's the only reason I would keep it (or replace it by bmp files that don't have the flipping). But I'd ...
by Pompei2
Tue Feb 10, 2009 08:54
Forum: Offtopic Discussion
Topic: Great lib
Replies: 1
Views: 770

Great lib

Yesterday, I was like w0000t! when I wanted to tell CEGUI about our own image format ... It took only 2 minutes of my time writing and integrating the new imagecodec and then everything just worked! The more I use CEGUI the more I see what a great work you did there! This is the library that makes t...
by Pompei2
Tue Feb 10, 2009 08:48
Forum: Help
Topic: [SOLVED] Building CEGUI 6.2 for MinGW
Replies: 19
Views: 7866

I'm quite sure there is a option you can pass to the configure script that adds a suffix or a prefix! check ./configure --help
I think that's how I did it.

You can also just build the whole thing in two different folders (including the binary), that's what m$ does ;)

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