Search found 1995 matches

by Ident
Tue Dec 31, 2013 01:13
Forum: Help
Topic: [SOLVED] CEGUI not compiling because of libiconv
Replies: 6
Views: 4916

Re: [SOLVED] CEGUI not compiling because of libiconv

Thanks for reporting back on how you solved your problem. I marked the thread as resolved.
by Ident
Mon Dec 30, 2013 17:13
Forum: Help
Topic: [SOLVED] CEGUI not compiling because of libiconv
Replies: 6
Views: 4916

Re: CEGUI not compiling because of libiconv

I think libiconv is LGPL, therefore if u link it STATICALLY to your your project, your project will be LGPL too, by license definition. I do not know how Mac's work in the respect of dynamic libraries but on windows if you ship the dll's with your program then the application will pick up those dll'...
by Ident
Sun Dec 29, 2013 22:11
Forum: Help
Topic: [SOLVED] texture problem
Replies: 3
Views: 2375

Re: texture problem

CEGUI obviously changes the bound textures during the process of rendering it. You have to rebind all textures, fbos, vbos, etc. once you start rendering your own stuff again.
by Ident
Sun Dec 29, 2013 22:08
Forum: Help
Topic: [SOLVED] Build Cegui 0.8x with Ogre 1.9 Stable, dll error
Replies: 1
Views: 2192

Re: Build Cegui 0.8x with Ogre 1.9 Stable, dll error

you probably did not compile cegui correctly against the right ogre version or something like that. in either case - great that u could figure the problem out and fix it!
by Ident
Sun Dec 29, 2013 22:06
Forum: Help
Topic: Switching visibility of windows
Replies: 2
Views: 2988

Re: Switching visibility of windows

markAsDirty() is usually not needed and if you need it here it is an indication you are doing something wrong
by Ident
Sun Dec 29, 2013 22:03
Forum: Help
Topic: [SOLVED] CEGUI not compiling because of libiconv
Replies: 6
Views: 4916

Re: CEGUI not compiling because of libiconv

You can define static builds in cmake using CEGUI_BUILD_STATIC_CONFIGURATION and the options for the deps. I am not sure if a fully static build is possible, a lot of libraries do not allow static builds in their license. Also static builds in general can create a lot of issues. It is recommended no...
by Ident
Fri Dec 27, 2013 15:47
Forum: Help
Topic: Problem with CEGUI and Irrlicht
Replies: 4
Views: 3216

Re: Problem with CEGUI and Irrlicht

if you think there are any viruses then read the source code which is open... you can check for yourself if anything "suspicious" is happening. Norton is known to be reporting bullshit at many occasions. Clearly I would not trust cracks/keygens on that matter, but this is an Open Source so...
by Ident
Wed Dec 18, 2013 20:53
Forum: Help
Topic: Problem with CEGUI and Irrlicht
Replies: 4
Views: 3216

Re: Problem with CEGUI and Irrlicht

First of all, the Irrlicht renderer is least supported because there unfortunately are not many CEGUI users using it and none of the CEGUI devs currently use it. This is a pity and maybe you (or anyone else) will be able to improve this state. Secondly, you haven't mentioned what Irrlicht version yo...
by Ident
Mon Nov 18, 2013 18:26
Forum: Help
Topic: [Solved]Unable to compile libpng (from cegui-dep) on mingw32
Replies: 6
Views: 4688

Re: Unable to compile libpng (from the cegui-dep) with mingw

Hi,

Can you create us a fix for this and make a pull request? I am not a mingw user so I can't really do anything about this myself but if you provide us something we will try to merge it in.
by Ident
Mon Nov 18, 2013 18:25
Forum: Help
Topic: [Solved] Problem with CMake CEGUI 0.8.2: Can NOT find SILLY
Replies: 3
Views: 4021

Re: Problems with CMake and CEGUI 0.8.2: Could NOT find SILL

Hi, sorry for the late response.. The info on this can be found here: http://static.cegui.org.uk/docs/current/building_deps.html This page describes that the folder has to be called "dependencies" and is supposed to be in the main cegui source directory. In general it is better to rely on ...
by Ident
Sun Nov 17, 2013 13:18
Forum: Help
Topic: C::B Win32 - Compiling CEGUI 0.8.2 with Ogre SDK 1.8.1
Replies: 31
Views: 15524

Re: C::B Win32 - Compiling CEGUI 0.8.2 with Ogre SDK 1.8.1

You are not supposed to include the Cegui include directory directly. This is not done in the samples, and should not be like this in the docs or wiki either. There should always be a "CEGUI/" before the filename (or further path and filename). I am not sure if I understood you correctly o...
by Ident
Sun Nov 17, 2013 13:12
Forum: Help
Topic: Multiple render roots
Replies: 13
Views: 6333

Re: Multiple render roots

So thank you, this could solve my problems. I would still prefer to be able to display cegui in different contexts, but now I think that I will probably use that single opengl context. Maybe I will switch from freeglut to GLFW. I will do it probably at least in my next project. In OpenGL it is simp...
by Ident
Sat Nov 16, 2013 19:36
Forum: Help
Topic: Multiple render roots
Replies: 13
Views: 6333

Re: Multiple render roots

The problem is that each OpenGL context will have its own textures fbos vbos etc etc etc. All of these are by default not accessible from the other context. In CEGUI the windows etc will have vbo's storing the vertices and the fonts and textures are stored in atlases. addictgamer gave good feedback ...

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