Search found 67 matches

by niello
Sat Sep 03, 2016 12:39
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 20051

Re: Rendering opaque and transparent separately

If so, I am completely OK with moving to it. I am happy with my local CEGUI version right now, all works as I want, but if you make some changes on drawMode I will get them from v0.
by niello
Sat Sep 03, 2016 12:36
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 5105

Re: TinyXML2 parser

Nevermind, it is a language barrier. Sometimes it makes me specify really obvious things)
Second PR is ready for your review.
by niello
Sat Sep 03, 2016 12:33
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 20051

Re: Rendering opaque and transparent separately

I can switch to v0 if it is not too different from v0-8. I just finished more-than-year rewriting of all my low-level graphics code and really don't want to reimplement my CEGUI renderer etc again right now. I still hope to write some actual game code until I get too old. :)
by niello
Sat Sep 03, 2016 09:50
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 20051

Re: Rendering opaque and transparent separately

In what case would you call a GeomtryBuffer::draw() function directly? I never do that, but if you call GUIContext::draw(opaque | transparent), then in GeometryBuffer::draw() you don't know is this particular buffer opaque or transparent, and therefore you can't select appropriate rendering params....
by niello
Sat Sep 03, 2016 08:46
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 20051

Re: Rendering opaque and transparent separately

Yes, when we render a geometry buffer it is crucial to know whether it is rendered opaque or not to setup render state accordingly. What you suggest will work per GUIContext::draw(), not per GeometryBuffer::draw(), but for now it is a solution.
by niello
Sat Sep 03, 2016 07:06
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 20051

Re: Rendering opaque and transparent separately

It finally works! Thanks. I will describe implementation details there for others who may want to use a new feature. 1. I had to add 'OpaqueMode' flag to my renderer, otherwise I can't get information about draw mode inside a GeometryBuffer::draw(). Possibly this may be reworked in future versions t...
by niello
Fri Sep 02, 2016 18:49
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 5105

Re: TinyXML2 parser

A say it just to note that I understand what I do :) I added myself into a contributor list, but I didn't see anybody wrote a brief description of his/her project. Do you mean a description of contribution?
by niello
Fri Sep 02, 2016 16:04
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 5105

Re: TinyXML2 parser

I waive my copyright on this work and you can use it without restrictions. You may need to change parser description string and add the parser into a build system. If I can do something to improve this commit, please tell me. I have no experience of contributing into open-source projects so I may do...
by niello
Fri Sep 02, 2016 16:01
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 5105

Re: TinyXML2 parser

Done :) The most strange thing is that I must fork and clone the whole CEGUI just to propose an addition of a couple of files.
by niello
Fri Sep 02, 2016 14:47
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 5105

Re: TinyXML2 parser

I have experience with Perforce, SVN and Git, but since first two have no PR concept and I used Git only as a single developer, I never touched this part of the system.
by niello
Fri Sep 02, 2016 14:34
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 5105

Re: TinyXML2 parser

Ok, I will update my code to conform to other parsers and then I will do pull request. Good chance to learn how to do it at all :)
by niello
Fri Sep 02, 2016 08:35
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 5105

TinyXML2 parser

Hi. For a long time I use TinyXML2Parser for XML parsing in CEGUI. If you are interested in it, I can share the code in a form that is convenient for you. This parser uses updated and actively developed version of tinyxml library, that can be found here: https://github.com/leethomason/tinyxml2 I wou...
by niello
Fri Sep 02, 2016 05:46
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 20051

Re: Rendering opaque and transparent separately

It seems that GUIContext::d_isDirty is cleared incorrectly. When I call GUIContext::draw(4) for opaque, it skips all possibly transparent windows (1 & 2, regular & cursor) inside a drawWindowContentToTarget(drawModeMask). But context doesn't count as dirty anymore, and when I call GUIContext...
by niello
Wed Aug 31, 2016 08:57
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 20051

Re: Rendering opaque and transparent separately

My input system is currently broken, so I can't control the camera :) Hope to fix this in a day or two. I will post my results here.
by niello
Sun Aug 28, 2016 13:39
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 20051

Re: Rendering opaque and transparent separately

Oh, I really didn't expect such a fast and active feedback. Thank you all. Tell me when you finish. I will prioritize this feature testing over all other work.

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