Hi,
It looks more as if there is some anti-aliasing going on in the editor, which is not happening in the game. The text looks a bit more sharp in-game.
Do you explicitely set the Font property of your layout, or do you rely on default fonts, which might be different in game from the editor?
Search found 1105 matches
- Thu Nov 05, 2009 15:00
- Forum: Help
- Topic: Different text look
- Replies: 5
- Views: 3680
- Thu Nov 05, 2009 08:40
- Forum: Modifications / Integrations / Customisations
- Topic: Adding vertices to appendGeometry()
- Replies: 6
- Views: 5155
Re: Adding vertices to appendGeometry()
I managed to tackle CE about this, and this is a reply on his behalf: Currently the GeometryBuffer only supports the concept of a triangle list for the added geometry. This was chosen for the initial implementation for simplicity reasons and because it matches the rendering approach in the pre 0.7.x...
- Tue Nov 03, 2009 20:06
- Forum: Help
- Topic: CEGUI 0.7.1 and Irrlicht 1.6.0
- Replies: 16
- Views: 9391
Re: CEGUI 0.7.1 and Irrlicht 1.6.0
Hi,
Try this one:
Note the address (&).
And as suggested, adding a try-catch never hurts
Try this one:
Code: Select all
d_renderer = &CEGUI::IrrlichtRenderer::bootstrapSystem(*d_device);
Note the address (&).
And as suggested, adding a try-catch never hurts
- Tue Nov 03, 2009 19:41
- Forum: Help
- Topic: Is anyone *really* statically linking to CEGUI?
- Replies: 4
- Views: 2853
Re: Is anyone *really* statically linking to CEGUI?
Hi,
'We' as in 'team' are statically linking and testing with the samples, before we ship our code and SDK's.
Can you post your VC build log some time? That could give us some insight. It almost looks like you are accidently linking a non-static file with your app. Or maybe not at all
Thanks.
'We' as in 'team' are statically linking and testing with the samples, before we ship our code and SDK's.
Can you post your VC build log some time? That could give us some insight. It almost looks like you are accidently linking a non-static file with your app. Or maybe not at all
Thanks.
- Tue Nov 03, 2009 19:26
- Forum: Offtopic Discussion
- Topic: some general doubts regarding cegui
- Replies: 4
- Views: 4802
Re: some general doubts regarding cegui
Hi :) i will try to answer some questions: 1) It seems like you are -correctly- using an EditBox. Did you call 'setTextMasked(true)'? If so, does your font support the masked character? 2) For plain text, a StaticText will do. 3) Textformatting is handled by properties or method, and should not be d...
- Tue Nov 03, 2009 19:07
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED] Spinner Increment/Decrement
- Replies: 4
- Views: 4477
Re: [BUG] Spinner Increment/Decrement
Didn't have this problem in CEGUI 0.6.x. So what changed and why?
Not sure, but a long time ago (rev. 1741) the spinner had its math changed from float to double.
Maybe you are using a different compiler or otherwise different setup now?
- Tue Nov 03, 2009 11:27
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED] Spinner Increment/Decrement
- Replies: 4
- Views: 4477
Re: [BUG] Spinner Increment/Decrement
This is a hardware (cpu) limitation. Oddly, i could not come up with a link (quickly) so maybe i was searching with the wrong words. [edit] found something: http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm[/edit] It all has to do with the same reason why you should never com...
- Wed Oct 28, 2009 15:56
- Forum: Help
- Topic: [SOLVED] CEGUI 0.7.1 Editbox Characters not appearing
- Replies: 13
- Views: 8535
Re: [BUG] CEGUI 0.7.1 Characters not appearing
Hi,
Maybe it's related to this thread?:
viewtopic.php?f=10&t=4352&p=20222&hilit=editbox#p20222
The PO mentiones another event, but it could have to do with the value (true/false) you return from your handlers.
Please let me know if that changes anything.
Maybe it's related to this thread?:
viewtopic.php?f=10&t=4352&p=20222&hilit=editbox#p20222
The PO mentiones another event, but it could have to do with the value (true/false) you return from your handlers.
Please let me know if that changes anything.
- Wed Oct 28, 2009 13:56
- Forum: Help
- Topic: Link problem on Visual with 0.6.2
- Replies: 4
- Views: 3021
Re: Link problem on Visual with 0.6.2
Hi,
To my knowledge, the tooltipproperties are part of the CeguiBase lib. I assume you got Cegui inself to build correctly?
How do you use cegui? Dynamic or static?
To my knowledge, the tooltipproperties are part of the CeguiBase lib. I assume you got Cegui inself to build correctly?
How do you use cegui? Dynamic or static?
- Wed Oct 28, 2009 08:52
- Forum: Modifications / Integrations / Customisations
- Topic: Disable exception
- Replies: 7
- Views: 5493
Re: Disable exception
Hi, Of course my suggestion for the error-codes was merely a local change on his own machine. Not something i would see valid for a future Cegui enhancement :) Calling 'exit' might be a good option too, especially when it's a product baked onto a disc, when cegui's kind of exceptions are pretty unli...
- Wed Oct 28, 2009 08:34
- Forum: Help
- Topic: [SOLVED] Help migrating to CEGUI 0.7 using Ogre 1.6.4
- Replies: 4
- Views: 3352
Re: [SOLVED] Help migrating to CEGUI 0.7 using Ogre 1.6.4
Hi,
Okay glad you got it to work. I am not sure why it doesn't throw. I should look at the code to know what's going on. IIRC it does check whether it can load the DLL and query some important function pointers from it...
Okay glad you got it to work. I am not sure why it doesn't throw. I should look at the code to know what's going on. IIRC it does check whether it can load the DLL and query some important function pointers from it...
- Tue Oct 27, 2009 09:14
- Forum: Modifications / Integrations / Customisations
- Topic: Disable exception
- Replies: 7
- Views: 5493
Re: Disable exception
[edit] Some answers first: Cegui has already been made more forgiving, and some exceptions have been removed. So generally, exceptions are only used for fatal things now. [/edit] When you disable a 'throw', the code will continue, which is unwanted. Just returning isn't always possible either, becau...
- Tue Oct 27, 2009 08:22
- Forum: Official Announcements, Works in Progress, and Future Directions
- Topic: CEGUI 0.7.1 is Released!
- Replies: 7
- Views: 29552
Re: CEGUI 0.7.1 is Released!
Hi,
Good point, the branch hasn't been merged back yet. I will see if CE did this for 0.7. If so, i should be able to merge the 0.7.1 code somewhere this week i suppose.
Good point, the branch hasn't been merged back yet. I will see if CE did this for 0.7. If so, i should be able to merge the 0.7.1 code somewhere this week i suppose.
- Mon Oct 26, 2009 11:29
- Forum: Official Announcements, Works in Progress, and Future Directions
- Topic: CEGUI 0.7.1 is Released!
- Replies: 7
- Views: 29552
Re: CEGUI 0.7.1 is Released!
Hi, To add a little to this about the VC SDK sizes: we should admit that we have been a bit unfair about the VC7.1 SDK sizes in the past (http://www.cegui.org.uk/phpBB2/viewtopic.php?f=6&t=3771). Appearantly (after looking into this) it turns out that the Program Database Files (.PDB) -which are...
- Mon Oct 26, 2009 10:29
- Forum: Help
- Topic: [SOLVED] Help migrating to CEGUI 0.7 using Ogre 1.6.4
- Replies: 4
- Views: 3352
Re: Help migrating to CEGUI 0.7 using Ogre 1.6.4
Hi, While looking at the sample code myself, i notice a difference with how Ogre is initialized. For example in this file: http://crayzedsgui.svn.sourceforge.net/viewvc/crayzedsgui/cegui_mk2/branches/v0-7/Samples/common/src/CEGuiOgreBaseApplication.cpp?revision=2233&view=markup You will notice t...