Define the preprocessor macro CEGUI_STATIC when building the static version of your project (the errors show that it's still looking for the DLL import symbols).
CE
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- Tue Apr 16, 2013 07:39
- Forum: Help
- Topic: Linker problem with Static Libraries
- Replies: 9
- Views: 6175
- Mon Feb 25, 2013 10:42
- Forum: Help
- Topic: CEGUI + MSVC++
- Replies: 1
- Views: 1848
Re: CEGUI + MSVC++
For the warning, you are linking something compiled against the debug runtime to your app that is linking to the non-debug runtime - and this == World of Pain™ so don't do that. For the error, you must link the lib for the renderer that you're using - make sure you link the debug one to the debug bu...
- Mon Feb 25, 2013 09:44
- Forum: Help
- Topic: Assertion 'ms_Singleton' failed
- Replies: 5
- Views: 4301
Re: Assertion 'ms_Singleton' failed
You need to develop skills to think and analyse these kinds of issues. We understand that at this point in time all you want is to make the damn thing work! But please be aware that CEGUI itself does work, and the fact that it's not working for you means that you have done something wrong or that th...
- Mon Feb 25, 2013 09:21
- Forum: Help
- Topic: Buggy OpenGL Rendering
- Replies: 10
- Views: 5320
Re: Buggy OpenGL Rendering
Is the flicker with or without using CEGUI FBO support - I ask because you made reference to it in a previous post also - if the flicker happens only with CEGUI FBO usage enabled, it's because of that issue of CEGUI not saving/restoring the previously bound FBO. If it happens regardless, then it sou...
- Sun Feb 24, 2013 18:43
- Forum: Help
- Topic: Buggy OpenGL Rendering
- Replies: 10
- Views: 5320
Re: Buggy OpenGL Rendering
the textures are still messed up Are you married to DevIL? Do you use it elsewhere in your game or just for CEGUI? If it's just for CEGUI, perhaps the textures are coming in incorrectly? Can you use a GL debugger of some kind and confirm that the textures are loaded correctly and that this is a ren...
- Sun Feb 24, 2013 18:11
- Forum: Help
- Topic: Buggy OpenGL Rendering
- Replies: 10
- Views: 5320
Re: Buggy OpenGL Rendering
I just checked and in v0-7 we do (incorrectly) make assumptions about what was bound for the frame buffer when 'deactivating' the FBOs used internally (I think we fixed this in default). You can try disabling FBO usage in CEGUI to see if that helps anything, either edit the looknfeel to not use Auto...
- Sun Feb 24, 2013 17:56
- Forum: Help
- Topic: Buggy OpenGL Rendering
- Replies: 10
- Views: 5320
Re: Buggy OpenGL Rendering
I don't know what is causing the issue, but something strange is going on: according to the log, you're loading WindowsLook scheme, although the screen shot is clearly using something more akin to TaharezLook imagery - which makes no sense. According to the log, the TaharezLook imagery is never load...
- Sun Feb 24, 2013 09:32
- Forum: Help
- Topic: Buggy OpenGL Rendering
- Replies: 10
- Views: 5320
Re: Buggy OpenGL Rendering
Post the cegui.log, thanks
CE.
CE.
- Fri Feb 22, 2013 09:19
- Forum: Skins and Themes
- Topic: Skins (of course)
- Replies: 1
- Views: 9442
Re: Skins (of course)
No idea about blurriness. For missing text, try loading a font. As for favourite skins, I personally don't really have any and if I did I would have huge amounts of trouble expressing 'why' - for me, the things I like or don't like, the things I prefer or don't prefer, and my "favourites" ...
- Tue Feb 19, 2013 09:28
- Forum: Modifications / Integrations / Customisations
- Topic: ScriptedEvent "AddedChild" not fired during loadWindowLayout
- Replies: 6
- Views: 12367
Re: ScriptedEvent "AddedChild" not fired during loadWindowLa
The issue here is the order in which the tags are processed. By the time the Event tags are reached - and therefore the event subscriptions made - the imported layouts are already added, thus no events are fired. The worst thing is that this sequence is mandated by the .xsd schema - with hindsight, ...
- Tue Feb 19, 2013 09:19
- Forum: CEGUI Library Development Discussion
- Topic: Removing deprecated components from the D3D11 renderer
- Replies: 1
- Views: 8628
Re: Removing deprecated components from the D3D11 renderer
For myself, I think removing any dependency is a good thing, however for the v0-7 branch we cannot accept any change to dependencies at all (some people have different perspectives on this, but changing dependecies in any way for a so-called stable branch is not something we subscribe to). Of course...
- Mon Feb 18, 2013 10:19
- Forum: Help
- Topic: Strange Window/Render Behaviour (OpenGL3)
- Replies: 2
- Views: 2464
Re: Strange Window/Render Behaviour (OpenGL3)
First I will say that we don't support custom builds, so if anything goes wrong related to that, or if we think that any issues you have now or in the future are related to that, you will likely not get any help from us - not because we're dicks, but because it becomes impossible to know what issues...
- Sun Feb 17, 2013 09:38
- Forum: Help
- Topic: CEGUI Runtime Buffer Overrun
- Replies: 2
- Views: 2646
Re: CEGUI Runtime Buffer Overrun
CEGUI 0.7.4 will not work with Irrlicht 1.8, you will need the latest version of CEGUI which is 0.7.9 (http://www.cegui.org.uk/phpBB2/viewtopic.php?f=6&t=6323). If you still experience issues after building the latest CEGUI and rebuilding your project against it - and after ensuring you have upd...
- Sat Feb 16, 2013 09:19
- Forum: Unofficial CEGUI-Related Tools
- Topic: Zadirion's CEGUI Font Exporter for Font Studio
- Replies: 2
- Views: 15759
Re: Zadirion's CEGUI Font Exporter for Font Studio
Cool
I'd used Font Studio in the past for a couple of things and this issue (that you mention in the other thread) with the horizontal advance really pissed me off. So thanks a lot for your efforts here - if I ever use FS again this fixed exporter will certainly be helpful to me
CE.
I'd used Font Studio in the past for a couple of things and this issue (that you mention in the other thread) with the horizontal advance really pissed me off. So thanks a lot for your efforts here - if I ever use FS again this fixed exporter will certainly be helpful to me
CE.
- Thu Feb 14, 2013 09:23
- Forum: Help
- Topic: Hiding mouse cursor stops GUI from clearing?
- Replies: 5
- Views: 4206
Re: Hiding mouse cursor stops GUI from clearing?
It's strange that activating that default rendering target does not work - probably something I forgot about that prevents that from working :) For information, the reason that hiding the mouse cursor affects this is because before rendering the cursor, the default rendering target is activated (and...