Ogre Overlay on top of CEGUI

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blablub
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Ogre Overlay on top of CEGUI

Postby blablub » Mon Jul 04, 2011 14:07

Hi,

I have CEGUI 0.7.5 and are bootstrapping it to the OgreRenderer.

But all the CEGUI elements are on top of my Ogre overlays. I want it the other way round (-> Ogre Overlay on top of CEGUI).

I found a solution with setRenderTargetQueue(), but this function doesn't seem to exist in 0.7.5.

How can I change this behavior?

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Kulik
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Re: Ogre Overlay on top of CEGUI

Postby Kulik » Mon Jul 04, 2011 16:06

I don't have the exact details of how to do this but I recall someone asking for this, so this is already in the forum somewhere.

General idea is that you have to disable the automatic CEGUI rendering and render when you want.

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Jabberwocky
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Re: Ogre Overlay on top of CEGUI

Postby Jabberwocky » Tue Jul 05, 2011 21:55

Yeah, you need to call:

Code: Select all

CEGUI::OgreRenderer::setFrameControlExecutionEnabled( false );

to tell CEGUI not to render, so you can explicitly tell it when to render, after the overlays in your case.

My code looks something like this (chopped out a bunch of stuff for simplicity, not-tested):

Code: Select all

class UISystem: public Ogre::RenderQueueListener
{
public:
   void Init( Ogre::SceneManager* pSceneMgr );
   // We can specify a RenderQueue to render the UI on (actually before or after).
   void SetRenderQueue( Ogre::RenderQueueGroupID i_nRenderQueue, bool i_bPostQueue );
   void renderQueueStarted(Ogre::uint8 id, const Ogre::String& invocation, bool& skipThisQueue);
   void renderQueueEnded(Ogre::uint8 id, const Ogre::String& invocation, bool& repeatThisQueue);

private:
   // When we draw the UI.
   Ogre::RenderQueueGroupID m_nRenderQueue;
   // Whether to draw CEGUI immediately before or after m_nRenderQueue
   bool m_bPostQueue;
};


Code: Select all

void UISystem::Init( Ogre::SceneManager* i_pSceneMgr )
{
   // -- a bunch of other CEGUI initialization code omitted here for brevity ---

   // tell CEGUI that we want to handle the calls to CEGUI::System::renderGUI()
   GetCEGUIOgreRenderer()->setFrameControlExecutionEnabled( false );

   // Register a RenderQueueListener so we have a hook to call CEGUI::System::renderGUI()
   // Be careful not to call this function more than once, or you will render your GUi multiple times per tick
   i_pSceneMgr->addRenderQueueListener( this );
}

void UISystem::SetRenderQueue( Ogre::RenderQueueGroupID i_nRenderQueue, bool i_bPostQueue )
{
   m_nRenderQueue = i_nRenderQueue;
   m_bPostQueue = i_bPostQueue;
}

void UISystem::renderQueueStarted(Ogre::uint8 id, const Ogre::String& invocation, bool& skipThisQueue)
{
   // make sure you check the invocation string, or you can end up rendering the GUI multiple times
   // per frame due to shadow cameras.
   if ( !m_bPostQueue && m_nRenderQueue == id && invocation == "" )
   {
      CEGUI::System::getSingleton().renderGUI();
   }
}

void UISystem::renderQueueEnded(Ogre::uint8 id, const Ogre::String& invocation, bool& repeatThisQueue)
{
   if ( m_bPostQueue && m_nRenderQueue == id && invocation == "" )
   {
      CEGUI::System::getSingleton().renderGUI();
   }
}


If you want CEGUI to render after overlays, try:

Code: Select all

UISystem->SetRenderQueue( RENDER_QUEUE_OVERLAY, true );
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