Search found 149 matches

by gcarlton
Tue Aug 30, 2005 03:19
Forum: Modifications / Integrations / Customisations
Topic: Problem with a slider
Replies: 5
Views: 3468

Re: Problem with a slider

It happens! I spent a day going crazy before I realised I was using scrollbar and slider interchangably. Since the interface is similar, it even half works, you just get really wierd virtual function call crashes. On this point: Currently dynamic_cast seems to be disabled. Is it disabled deliberatel...
by gcarlton
Mon Aug 29, 2005 23:50
Forum: CEGUI Library Development Discussion
Topic: Performance with DirectX8.1
Replies: 9
Views: 7381

Re: Performance with DirectX8.1

Ok, I had one more play with it, and it does offer an improvement even in general cases. To stress it out, I added this snippet of code to sample7. The patch brings it up from 100fps to 150fps or so on dx8. // Add static images static const int NUM_EXTRA_IMAGES = 200; for (int extra=0; extra<NUM...
by gcarlton
Sun Aug 28, 2005 02:22
Forum: CEGUI Library Development Discussion
Topic: Performance with DirectX8.1
Replies: 9
Views: 7381

Re: Performance with DirectX8.1

Ok this patch works, I've actually tested it against a clean copy this time - note to self, should always clean and apply my own patch before submitting it! I've also investigated things more, and unfortunately, I don't think this patch will help in the general case much. The saving of the lock/unlo...
by gcarlton
Sat Aug 27, 2005 07:06
Forum: CEGUI Library Development Discussion
Topic: Performance with DirectX8.1
Replies: 9
Views: 7381

Re: Performance with DirectX8.1

Ok, what I did was make up a patch purely with the optimisations, because the allocator changes also need an extra CEGUIAllocator.h file, and it is already part of the resubmitted rotation patch (the one I made up a few weeks ago). The changes were done for both the dx8 and dx9 renderer. The sample ...
by gcarlton
Wed Aug 24, 2005 09:43
Forum: CEGUI Library Development Discussion
Topic: Performance with DirectX8.1
Replies: 9
Views: 7381

Re: Performance with DirectX8.1

I'll make up a patch next week. To clarify my question, the four changes I have so far are: - rotation support - constructor flag that skips render state setup - ability to supply a custom allocator - the above 2 optimisations I can make up a patch just with the 2 optimisations, or with the lot, or ...
by gcarlton
Wed Aug 24, 2005 02:51
Forum: Modifications / Integrations / Customisations
Topic: Dialog Boxes - Any GOOD Solutions out there?
Replies: 4
Views: 2297

Re: Dialog Boxes - Any GOOD Solutions out there?

Jezzz. All this frustration for a simple dialog box that says Are you sure you want to exist? Yes No

Thats a pretty deep question to ask people. Do they have a choice? ;)
by gcarlton
Tue Aug 23, 2005 23:47
Forum: CEGUI Library Development Discussion
Topic: Performance with DirectX8.1
Replies: 9
Views: 7381

Performance with DirectX8.1

I've been doing some profiling, and came up with a few improvements for the DirectX8.1 renderer. I've already optimised it previously, so it allocs from a custom allocator (avoiding lots of news/frees per frame), and passed in a flag so it doesn't set all the render states - I can do that externally...
by gcarlton
Tue Aug 23, 2005 23:35
Forum: CEGUI Library Development Discussion
Topic: Data driving with Falagard
Replies: 2
Views: 3570

Re: Data driving with Falagard

Ok, so those properties look pretty good for any data driving of custom widgets. Good stuff!

As for subclassing Falagard, obviously the system is itself still under development, but I thought I'd throw the idea out there. :)
by gcarlton
Tue Aug 23, 2005 00:38
Forum: CEGUI Library Development Discussion
Topic: Data driving with Falagard
Replies: 2
Views: 3570

Data driving with Falagard

One concern I've had was how to make a data-driven widget outside the normal Falagard domain - for example the analog clock widget that was proposed a while back. It doesn't fit the Falagard mould, but it does need some data driving. I think the properties in LookNFeel are exactly what is needed her...
by gcarlton
Wed Aug 17, 2005 23:56
Forum: User Projects
Topic: SkyTracks
Replies: 3
Views: 5447

SkyTracks

SkyTracks has been released, at www.hotboxgames.com . It uses CEGUI for the menus and in-game overlays, with the DirectX8 renderer. Mainly its a modified version of the TaharezLook stuff, with a couple of small additions - buried in there is a single use of a rotating static image for the radar. So,...
by gcarlton
Wed Aug 10, 2005 03:58
Forum: Modifications / Integrations / Customisations
Topic: pipeline for adding a new window type
Replies: 17
Views: 9376

Re: pipeline for adding a new window type

This is a very interesting series of challenges. I'd be interested to see how you go implementing them! The main thing it looks like you need is rotation support for images and the ability for the render to draw lines - or perhaps rotated, stretched, images (using an image of a nice line segment). I...
by gcarlton
Mon Aug 08, 2005 23:04
Forum: Unofficial CEGUI-Related Tools
Topic: Cross-platform version
Replies: 60
Views: 48549

Re: Cross-platform version

Now I'm a little confused. Which secret tool is CE working on, or is it a secret? :)
by gcarlton
Sun Aug 07, 2005 02:45
Forum: Unofficial CEGUI-Related Tools
Topic: Cross-platform version
Replies: 60
Views: 48549

Re: Cross-platform version

Seems I've arrived a little late on this, but perhaps we could thrash out what the problems are in having an editor that uses CEGUI itself. One of the huge advantages is that is its WYSIWYG. No matter what wacky widgets have been created (either as standard, or as game-specific add-ons in a dll), an...
by gcarlton
Sun Aug 07, 2005 02:28
Forum: Offtopic Discussion
Topic: GUI in the works.
Replies: 5
Views: 4499

Re: GUI in the works.

Are these skins going to be publically available for use in produced games? It would be nice to have a wide selection for all those indie developers out there who need a GUI. As is, CEGUI is already the best choice, but it would be even better with a dozen or so themes ready to go out of the box. It...
by gcarlton
Sun Aug 07, 2005 02:03
Forum: CEGUI Library Development Discussion
Topic: derive cegui::exception from std::exception?
Replies: 3
Views: 4518

Re: derive cegui::exception from std::exception?

Thats true. I assumed that all exceptions should descend from a common root, thus avoiding the completely worthless catch(...) statement. However perhaps the std::exception hierarchy is expected to be used for the standard set of exceptions only, and other libraries should not share the common root....

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