Search found 42 matches

by Montred
Mon Jan 07, 2013 03:23
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [CLOSED] Performance problem: Font loading & resizing
Replies: 31
Views: 21445

Re: [CLOSED] Performance problem: Font loading & resizing

Don't worry, this is the source of the scaling issue too. I tried it. :) The reason that the time is double during stretching may be that cegui is being refreshed twice, perhaps you are doing an unnecessary redraw signal for good caution? I say because I've had similar problems in the past. In any c...
by Montred
Thu Jan 03, 2013 15:35
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [CLOSED] Performance problem: Font loading & resizing
Replies: 31
Views: 21445

Re: [CLOSED] Performance problem: Font loading & resizing

So I did some testing and it seems that the reason that every glyph is being loaded is merely to find out the horizontal advance of every glyph. As an experiment I changed this: if (FT_Load_Char(d_fontFace, codepoint, FT_LOAD_DEFAULT | FT_LOAD_FORCE_AUTOHINT)) continue; // glyph error float adv = d_...
by Montred
Thu Jan 03, 2013 10:47
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [CLOSED] Performance problem: Font loading & resizing
Replies: 31
Views: 21445

Re: [CLOSED] Performance problem: Font loading & resizing

Thanks for the comments. It is indeed a challenging issue. However, the particular issue that preoccupies me now is the loading time of the font itself (at least that's what I think it is). Let me explain, right now I have a very agile application that starts up in 0.8 seconds. If I do: CEGUI::FontM...
by Montred
Thu Jan 03, 2013 07:36
Forum: Skins and Themes
Topic: Glossy Serpent Skin / Theme for CEGUI 0.7
Replies: 52
Views: 76083

Re: Glossy Serpent Skin / Theme for CEGUI 0.7

This is amazing. I'm using this theme for my game, your dedication is awesome, thanks for another version. In fact the fact that your theme existed was the reason I decided to use CEGUI as opposed to Gwen, as I thought it would save me a lot of time. I've been using it since you released it (almost ...
by Montred
Thu Jan 03, 2013 02:50
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [CLOSED] Performance problem: Font loading & resizing
Replies: 31
Views: 21445

Re: [CLOSED] Performance problem: Font loading & resizing

I had another idea to prevent the 5 seconds load time. Sorry for double post. What if one could just take the huge-ass full unicode font, let's call it unicode.ttf into, say 256 smaller files (remember full unicode range is 2^16) with a maximum of, let's say, 256 characters each, maybe 1024 in 64 fi...
by Montred
Thu Jan 03, 2013 02:25
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [CLOSED] Performance problem: Font loading & resizing
Replies: 31
Views: 21445

Re: [CLOSED] Performance problem: Font loading & resizing

Reviving this discussions since it seems to have the most up to date information about current state of Unicode (please correct me if I'm wrong). I'm interested in tackling this. Basically, I would like to be able to render any character, but huge load times aren't cool. Wouldn't it be easier to jus...
by Montred
Mon Dec 24, 2012 22:00
Forum: Help
Topic: RenderEffect, documentation?
Replies: 3
Views: 2064

Re: RenderEffect, documentation?

Ok. After doing some code reading of the example and the ceguiOgreRenderer, it seems that what I want to do is impossible.

I cannot turn a window grayscale because the cegui ogre renderer uses the fixed pipeline, and there's no way to achieve this without a shader (that I know of).

Am I correct?
by Montred
Mon Dec 24, 2012 21:40
Forum: Help
Topic: RenderEffect, documentation?
Replies: 3
Views: 2064

Re: RenderEffect, documentation?

Kulik wrote:You could look at the effects demos in CEGUI mercurial default.


Ah ok, this must be what I was missing that all those other posters had, thanks!
by Montred
Sat Dec 15, 2012 07:40
Forum: Help
Topic: RenderEffect, documentation?
Replies: 3
Views: 2064

RenderEffect, documentation?

Hello. I'm trying to implement a render effect that tints a staticimage into a color over time with the Ogre3D Renderer. The thing is I've found no documentation whatsoever how this would work. All I've found is 3 pieces of code from people asking in the forums about problem. Is there some piece of ...
by Montred
Mon Dec 03, 2012 09:28
Forum: Help
Topic: Using CEGUI OgreRenderer with Direct3D 10 / 11
Replies: 14
Views: 8546

Re: Using CEGUI OgreRenderer with Direct3D 10 / 11

I would also like to bump this, it's a big problem for me. I've wanted to move to the ogre D3D11 renderer for a long time and everything works except cegui. Kulik do you think you could dig up that fix you had? I could test it and send it to the Ogre team maybe. With D3D11 being mandatory for Window...
by Montred
Mon Dec 03, 2012 09:24
Forum: Help
Topic: Cegui windows disappear temporarily.
Replies: 2
Views: 2094

Re: Cegui windows disappear temporarily.

The signal redraw doesn't work. Thanks for the tip though, maybe I can combine the two solutions for something more stable than what I have.
by Montred
Sat Nov 10, 2012 08:00
Forum: Help
Topic: Cegui windows disappear temporarily.
Replies: 2
Views: 2094

Cegui windows disappear temporarily.

There's a weird bug related (I think) to the DirectX context in the Ogre renderer. When I'm using CEGUI with Ogre3D in Direct3D9 mode in Windows 7 with ATI drivers, if I alt tab from my game to other DirectX game and then go back to my game, all the CEGUI windows disappear temporarily. Now, as I hov...

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