Search found 76 matches
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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?
What is the project status now? Is it completely abandoned or we can still count on some further releases in a year or two?
- 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.
- 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.
- 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.
- 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.
Second PR is ready for your review.
- 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.
- 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....
- 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.
- 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...