Search found 6530 matches
- Wed Feb 13, 2013 09:41
- Forum: Help
- Topic: Hiding mouse cursor stops GUI from clearing?
- Replies: 5
- Views: 4252
Re: Hiding mouse cursor stops GUI from clearing?
Thanks for the videos, it made it a lot clearer as to what was happening :) I couldn't fathom a possible cause at first, but after going through the issue a couple of times, I have come to the conclusion that at the point when you clear the display an render the non cegui parts of your scene, a rend...
- Tue Feb 12, 2013 12:17
- Forum: Help
- Topic: CEGUI With Directx 11 Renders Wierdly
- Replies: 4
- Views: 3925
Re: CEGUI With Directx 11 Renders Wierdly
I'm going to quote a rant/speech from IRC, since it basically contains what I want to say: 11:55 < pauldt> :D 11:56 < pauldt> seriously, this is hillarious :D 11:56 < pauldt> "You can see the states we set in the shader source for the D3D11 renderer (I think we only do it there)" 11:56 < p...
- Tue Feb 12, 2013 10:12
- Forum: Help
- Topic: CEGUI With Directx 11 Renders Wierdly
- Replies: 4
- Views: 3925
Re: CEGUI With Directx 11 Renders Wierdly
It's got to be some render state, but I don't know which. You can see the states we set in the shader source for the D3D11 renderer (I think we only do it there), so if one of those look suspect, be sure to save/restore around the call to renderGUI. Sorry I can't give a definitive answer to this iss...
- Tue Feb 12, 2013 10:10
- Forum: Help
- Topic: Hiding mouse cursor stops GUI from clearing?
- Replies: 5
- Views: 4252
Re: Hiding mouse cursor stops GUI from clearing?
CEGUI does not clear the display. And windows that do no rendering - such as DefaultWindow - do not clear anything either. This said, I'm unsure precisely what you're seeing and why - yes, I've seen the screenshot! But still. I'm also completely unsure why hiding the mouse - or not setting a default...
- Tue Feb 12, 2013 09:53
- Forum: Help
- Topic: [colour='FF000000'] makes text transparent
- Replies: 6
- Views: 5534
Re: [colour='FF000000'] makes text transparent
I don't have a definitive answer as to why you're getting the effect you're getting - I'm going to have to offer the lame answer that I think it's render state related, but I'm not sure which state or states it could be. If you have the CEGUI samples built, do you get the same issue in them? If you ...
- Mon Feb 11, 2013 09:06
- Forum: Help
- Topic: SEGFAULT at access of Singleton(ANY)
- Replies: 3
- Views: 2853
Re: SEGFAULT at access of Singleton(ANY)
Given your last comment - that this code is working on another machine - I would say that usually such things are caused by binary runtime errors; basically that a wrong DLL is being loaded - a DLL that does not correspond to the headers compiled against or the dll/lib linked against). That frame #1...
- Sat Feb 09, 2013 08:53
- Forum: Help
- Topic: SEGFAULT at access of Singleton(ANY)
- Replies: 3
- Views: 2853
Re: SEGFAULT at access of Singleton(ANY)
Please post a backtrace (one that has symbols loaded, please) and some relevant code so we can see the context of what you're doing. Thanks
CE.
CE.
- Sat Feb 09, 2013 08:51
- Forum: Help
- Topic: Play an animation backward
- Replies: 3
- Views: 3052
Re: Play an animation backward
Yeah, all tickets are 'issues' or 'bugs' - it's just what mantis calls them. Thanks
CE.
CE.
- Wed Feb 06, 2013 13:24
- Forum: Help
- Topic: Use of several Ogre Resource Groups?
- Replies: 3
- Views: 3220
Re: Use of several Ogre Resource Groups?
When using Ogre, there are a few options to how to approach resources and groups (because you can have >1 location for each group - which is what you have). If you're using that set up where all the resource locations are listed under one group, then the easiest appraoch is to set the default group ...
- Wed Feb 06, 2013 09:14
- Forum: Help
- Topic: [colour='FF000000'] makes text transparent
- Replies: 6
- Views: 5534
Re: [colour='FF000000'] makes text transparent
Maybe you should?! This thread has pissed me off. We are now on day two and will be going into day three, and still I'm going to have to try to tease information out of you. Answer me this: Why don't you follow the forum guidelines and the text at the top there that you can't fail to see and provide...
- Wed Feb 06, 2013 09:12
- Forum: Help
- Topic: Use of several Ogre Resource Groups?
- Replies: 3
- Views: 3220
Re: Use of several Ogre Resource Groups?
I wonder which documentation you looked at? Because the documentation clearly includes the information you need (it may be lacking in one area, which is that if you load an imageset from a non-default resource group, IIRC the imageset xml has to refer to the correct resource group in the xml - how t...
- Wed Feb 06, 2013 09:09
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Memory management feedback :)
- Replies: 1
- Views: 2786
Re: Memory management feedback :)
This is not the only static object in the library and the objects that are static are static for a reason. In this case, so that types and factories can be preregistered with the system prior to instantiation of the main system objects (there was a specific reason for this case, I don't recall what ...
- Tue Feb 05, 2013 09:03
- Forum: Help
- Topic: [colour='FF000000'] makes text transparent
- Replies: 6
- Views: 5534
Re: [colour='FF000000'] makes text transparent
You have hardware or a renderer module (Irrlicht?) that does not support seperate colour/alpha blend modes, which results in a 'blow-through' effect when the rendering is done to an intermediate texture and then composited to the final display. You can aleviate it by not rendering to texture first (...
- Tue Feb 05, 2013 08:58
- Forum: Skins and Themes
- Topic: Glossy Serpent Skin / Theme for CEGUI 0.7
- Replies: 52
- Views: 77523
Re: Glossy Serpent Skin / Theme for CEGUI 0.7
Just one word: Awesome!
CE.
CE.
- Mon Feb 04, 2013 09:13
- Forum: Help
- Topic: I must be doing something wrong
- Replies: 2
- Views: 4854
Re: I must be doing something wrong
"schemes" != "Schemes"
CE
CE