Search found 45 matches
- Sun Apr 20, 2014 08:29
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
Alright, now it is finally finished (I didn't do the multi window support, I'll save that for later) Rendering just as it should: http://i.imgur.com/HtxOZLd.jpg The rendering method is a bit different in Ogre 2.0 than in other versions, so should I create a tutorial/guide for using CEGUI in Ogre 2.0?
- Sat Apr 19, 2014 13:38
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
After changing the listener to a CompositorWorkspaceListener it started drawing right: http://i.imgur.com/vRuIoIf.png The only issue is that there should a skybox rendered on the background. For some reason the GUI clears the target to black. GPUPerfStudio's frame debugger says that after the skybox...
- Sat Apr 19, 2014 11:47
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
I've been trying to test the default render method. Because the sample doesn't use it I've been trying to get CEGUI running in my project. So far I have had constant issues with library dlls. First I had to setup dynamic Boost libraries since it didn't want to run without them. Now that I found out ...
- Tue Apr 15, 2014 17:20
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
Regarding the previous-previous post: Screenshot looks entirely correct to me. You are also completely correct about the needed rework of the OgreRenderer, and this has been suggested as a Google Summer of Code project for CEGUI/Worldforge over the past 3 years. However, it hasn't been done by anyo...
- Tue Apr 15, 2014 17:03
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
I just came up with a simple idea that could fix all the issues with little effort. So instead of redoing everything we could render everything to a texture and then use the new system to make that be on top of everything. This might even be as easy as changing the main target to a texture. Might tr...
- Tue Apr 15, 2014 16:49
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
So after learning more about how CEGUI actually renders things I was able to get the samples correctly loading (I don't know how I was able to break the sample loading). Turns out that CEGUI uses rtts to render things to and not just the main render window... http://i.imgur.com/JaRW9GS.png So now th...
- Mon Apr 14, 2014 17:22
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
I think that I found the issue, there is the following code in the Ogre sample: void CEGuiBaseApplication::renderSingleFrame(const float elapsed) { CEGUI::System& gui_system(CEGUI::System::getSingleton()); gui_system.injectTimePulse(elapsed); d_sampleApp->update(static_cast<float>(elapsed)); upd...
- Mon Apr 14, 2014 16:41
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
Then I'm just going to see if it renders the initial loading screen correctly... Right now it is working, but it isn't working like it should. I need to test it a bit more to figure out why the "right" way crashes and the wrong way renders correctly (at least without any other content on t...
- Sun Apr 13, 2014 17:28
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
Well know it doesn't crash to the rendering step. (It stopped crashing after I commented out the workspace creation, so I have no idea why it works, it just seems to work) But it quits after printing this: WindowManager::loadLayoutFromFile - loading of layout from file 'SampleBrowser.layout' failed....
- Sun Apr 13, 2014 17:14
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
Even though it crashes before ending the frame it is able to draw something:
- Sun Apr 13, 2014 17:08
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
I edited my last post. Relating to your new error: no debug symbols for Ogre available? Regarding the dependency package: it hasn't happened to me that it required the dll in that name. I use "expat.dll" and "expat_d.dll".. Which VS version did you use? Did you have the same iss...
- Sun Apr 13, 2014 17:02
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
It works if you install CEGUI, if you don't then you need to copy the samples directory. I agree this sucks. I am the only "real" Windows user in the dev team and have no idea how to fix this in a correct and acceptable way, hacking it is not okay and may screw up CMake on the other OS's....
- Sun Apr 13, 2014 16:59
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
How did you build your CEGUI dependencies? From the mercurial repository, revision: Revision: 62 Changeset: 0c0f90b7744331be437d5b5c5003b9172187e620 [0c0f90b77443] Parents: 61 Author: Lukas Meindl <bitbucket@lukasmeindl.at> Date: 26. maaliskuuta 2014 22:45:13 Labels: tip Now I got it to actually st...
- Sun Apr 13, 2014 16:48
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
Now that I got it running it's complaining about missing dlls even after I copied everything from the "share", ogre "media" and all the bin folders to the executable folder. The one specifically is libexpat_d.dll which is weird since the name of that is expat_d.dll, I have no clu...
- Sun Apr 13, 2014 14:52
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Request] Make the OgreRenderer work with the new Ogre 2.0
- Replies: 62
- Views: 78487
Re: [Request] Make the OgreRenderer work with the new Ogre 2
I had some trouble trying to enable the samples. CMake told me that the samples are disables because "Ogre dependecies (boost libraries)" were missing. What I actually was missing was OIS. I added a different error message for it (I'll let this, too, be in the pull request) "Added a n...