Search found 76 matches

by niello
Tue Feb 19, 2019 19:12
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Suggestion: get rid of default context
Replies: 14
Views: 31570

Re: Suggestion: get rid of default context

Migrating to 'default' I noticed that it has no 'drawmode-devel' merged into it. Can you or me merge drawmode-devel? My code relies on it.
by niello
Sun Feb 17, 2019 18:14
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Suggestion: get rid of default context
Replies: 14
Views: 31570

Re: Suggestion: get rid of default context

The main part is done. But the presense of default viewport target still prevents a proper usage of contexts in a multi-window scenario. We need a viewport target per a viewport, not one per application. I am working on a solution, but it may require to change Renderer interface slightly. To be spec...
by niello
Thu Feb 07, 2019 13:01
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Suggestion: get rid of default context
Replies: 14
Views: 31570

Re: Suggestion: get rid of default context

Definitely. I'll try to migrate to default, and if it causes too much pain / time waste, I will make default-based PR for you and patch my local version accordingly until I'm ready to update major version.
by niello
Thu Feb 07, 2019 07:45
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Suggestion: get rid of default context
Replies: 14
Views: 31570

Re: Suggestion: get rid of default context

The default context is implemented as d_guiContexts[0]. It is used in Config_xmlHandler.cpp to set default font, tooltip and cursor, which is better done for each context at its creation. It is used as fallback case in Window::getGUIContext() with the comment like "should we return nullptr inst...
by niello
Wed Feb 06, 2019 19:26
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Suggestion: get rid of default context
Replies: 14
Views: 31570

[Done] Suggestion: get rid of default context

Hi all. I'm not sure why it was added but it rather makes things harder than helps. When creating CEGUI you must already know its properties, and you have to create this context when CEGUI is initialized, not when you need it. For the hypothetical case of using CEGUI for multiple windows (no doubt a...
by niello
Mon Dec 31, 2018 12:30
Forum: CEGUI Library Development Discussion
Topic: Development status at 2018-2019
Replies: 4
Views: 33950

Re: Development status at 2018-2019

Glad to hear. I am still using CEGUI in my engine, so I will send PR if I develop something useful. But I have no context of 1.0 development direction so I will continue to use 0.8. If someone will start active development and needs help with some clearly defined tasks then I think I could help. Tha...
by niello
Mon Dec 31, 2018 09:37
Forum: CEGUI Library Development Discussion
Topic: Development status at 2018-2019
Replies: 4
Views: 33950

Development status at 2018-2019

Hi all.

What is the project status now? Is it completely abandoned or we can still count on some further releases in a year or two?
by niello
Thu Sep 08, 2016 16:00
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 21642

Re: TinyXML2 parser

Do you still need tinyxml2 4.0.1 release PR for cegui-dependencies? I see the lib is already in repo.
by niello
Mon Sep 05, 2016 15:43
Forum: Bug Reports, Suggestions, Feature Requests
Topic: TinyXML2 parser
Replies: 15
Views: 21642

Re: TinyXML2 parser

Thanks a lot for the explanation. I will try it the next time I have something useful to share.
by niello
Sat Sep 03, 2016 12:39
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Rendering opaque and transparent separately
Replies: 82
Views: 89868

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: 21642

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: 89868

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: 89868

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: 89868

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: 89868

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...

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