[Solved] Documentation Confusion and Blank Screen

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Bakaiya
Just popping in
Just popping in
Posts: 3
Joined: Fri May 16, 2014 03:30

[Solved] Documentation Confusion and Blank Screen

Postby Bakaiya » Fri May 16, 2014 03:54

I've been having some weird issues with trying to follow the documentation (including the API docs), and somewhere along the way of trying to do so, I must have done something wrong, as CEGUI renders nothing (and I don't even see a CEGUI log in the directory).

To be specific about my documentation problems - a number of functions referenced in the API class listing seem to not exist, which I have never seen before. A number of functions in various tutorials seem to not exist, but that I understand can be from outdated wikis and such. An example of missing functions would be FontManager.createFromFile( string ), which I found in a tutorial (I forget which) but doesn't seem to be mentioned at http://static.cegui.org.uk/docs/current ... nager.html . Most of the success I've had came from the beginners guide (http://static.cegui.org.uk/docs/current ... orial.html) and the tutorial 7 on the Ogre site. Are there other up to date documents on how to operate CEGUI? Because so far I've been pretty perplexed.

I thought I might have had some sort of version mismatch, but the docs say 0.8.3 and my package is version 0.8.3-2, so it should be the same. Otherwise, I am using 64 bit Arch Linux.

Moving on to my specific issue, I've done my best to try to put in everything mentioned in the various things I've read, but CEGUI seems to render nothing. I only get the teal OGRE background (color I set it to). As I said, there is no log for some reason, perhaps related to this problem, but here is the output to the console:

Code: Select all

[bakaiya@Alanatai Prydain]$ bin/Debug/Prydain
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
ArchiveFactory for archive type EmbeddedZip registered.
DDS codec registering
FreeImage version: 3.16.0
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,rgb,rgba,bw,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti,webp,jxr,wdp,hdp
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library /usr/lib/OGRE/RenderSystem_GL
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
Loading library /usr/lib/OGRE/Plugin_CgProgramManager
Installing plugin: Cg Program Manager
Plugin successfully installed
Loading library /usr/lib/OGRE/Plugin_OctreeSceneManager
Installing plugin: Octree Scene Manager
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.9.0 (Ghadamon)
CPU Identifier & Features
-------------------------
 *   CPU ID: AuthenticAMD: AMD FX(tm)-8350 Eight-Core Processor
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
 *   MMXEXT: yes
 *    3DNOW: no
 * 3DNOWEXT: no
 *     CMOV: yes
 *      TSC: yes
 *      FPU: yes
 *      PRO: yes
 *       HT: no
-------------------------
******************************
*** Starting GLX Subsystem ***
******************************
Registering ResourceManager for type Texture
GLRenderSystem::_createRenderWindow "Main", 800x600 windowed  miscParams: FSAA=0 displayFrequency=60 Hz gamma=No vsync=No
GLXWindow::create used FBConfigID = 39
GL_VERSION = 4.4.12874 Compatibility Profile Context 13.35.1005
GL_VENDOR = ATI Technologies Inc.
GL_RENDERER = AMD Radeon HD 6800 Series 
GL_EXTENSIONS = GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint
Supported GLX extensions: GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_swap_control GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_swap_control GLX_NV_swap_group GLX_OML_swap_method GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_swap_barrier GLX_SGIX_swap_group GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A4L4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
[GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: amd
Device Name: AMD Radeon HD 6800 Series 
Driver Version: 4.4.12874.0
 * Fixed function pipeline: yes
 * Hardware generation of mipmaps: no
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: yes
 * Hardware stencil buffer: yes
   - Stencil depth: 8
   - Two sided stencil support: yes
   - Wrap stencil values: yes
 * Hardware vertex / index buffers: yes
 * Vertex programs: yes
 * Number of floating-point constants for vertex programs: 256
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: yes
 * Number of floating-point constants for fragment programs: 256
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: yes
 * Number of floating-point constants for geometry programs: 16384
 * Number of integer constants for geometry programs: 0
 * Number of boolean constants for geometry programs: 0
 * Tesselation Hull programs: no
 * Number of floating-point constants for tesselation hull programs: 14479
 * Number of integer constants for tesselation hull programs: 1548
 * Number of boolean constants for tesselation hull programs: 39417
 * Tesselation Domain programs: no
 * Number of floating-point constants for tesselation domain programs: 25098
 * Number of integer constants for tesselation domain programs: 36925
 * Number of boolean constants for tesselation domain programs: 37616
 * Compute programs: no
 * Number of floating-point constants for compute programs: 51168
 * Number of integer constants for compute programs: 32415
 * Number of boolean constants for compute programs: 16925
 * Supported Shader Profiles: arbfp1 arbvp1 glsl gp4gp gpu_gp nvgp4 ps_1_1 ps_1_2 ps_1_3 ps_1_4
 * Texture Compression: yes
   - DXT: yes
   - VTC: no
   - PVRTC: no
   - ATC: no
   - ETC1: no
   - ETC2: no
   - BC4/BC5: no
   - BC6H/BC7: no
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: yes
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: yes
 * Non-power-of-two textures: yes
 * 1d textures: yes
 * Volume textures: yes
 * Multiple Render Targets: 8
   - With different bit depths: yes
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 8192
 * Vertex texture fetch: yes
 * Number of world matrices: 0
 * Number of texture units: 16
 * Stencil buffer depth: 8
 * Number of vertex blend matrices: 0
   - Max vertex textures: 18
   - Vertex textures shared: yes
 * Render to Vertex Buffer : no
 * Hardware Atomic Counters: no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: yes
 * GL 1.5 without HW-occlusion workaround: no
 * Vertex Array Objects: no
 * Separate shader objects: no
DefaultWorkQueue('Root') initialising on thread 7fe545acc780.
DefaultWorkQueue('Root')::WorkerFunc - thread 7fe537bef700 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 7fe538bf1700 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 7fe5383f0700 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 7fe5373ee700 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 7fe536bed700 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 7fe5363ec700 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 7fe535beb700 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 7fe5353ea700 starting.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
Done initing ogre.
Creating resource group Fonts
Added resource location '/usr/share/cegui-0/fonts' of type 'FileSystem' to resource group 'Fonts'
Added resource location '/usr/share/cegui-0/xml_schemas' of type 'FileSystem' to resource group 'General'
Creating resource group Imagesets
Added resource location '/usr/share/cegui-0/imagesets' of type 'FileSystem' to resource group 'Imagesets'
Creating resource group Layouts
Added resource location '/usr/share/cegui-0/layouts' of type 'FileSystem' to resource group 'Layouts'
Creating resource group LoadingScreen
Added resource location 'Resources/LoadingScreen' of type 'FileSystem' to resource group 'LoadingScreen'
Added resource location 'Resources/LoadingScreen/Backgrounds' of type 'FileSystem' to resource group 'LoadingScreen'
Added resource location 'Resources/LoadingScreen/Icons' of type 'FileSystem' to resource group 'LoadingScreen'
Creating resource group LookNFeel
Added resource location '/usr/share/cegui-0/looknfeel' of type 'FileSystem' to resource group 'LookNFeel'
Creating resource group Schemes
Added resource location '/usr/share/cegui-0/schemes' of type 'FileSystem' to resource group 'Schemes'
Done loading module.
Looping.
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Creating resources for group Autodetect
All done
Parsing scripts for resource group Fonts
Finished parsing scripts for resource group Fonts
Creating resources for group Fonts
All done
Parsing scripts for resource group General
Finished parsing scripts for resource group General
Creating resources for group General
All done
Parsing scripts for resource group Imagesets
Finished parsing scripts for resource group Imagesets
Creating resources for group Imagesets
All done
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Creating resources for group Internal
All done
Parsing scripts for resource group Layouts
Finished parsing scripts for resource group Layouts
Creating resources for group Layouts
All done
Parsing scripts for resource group LoadingScreen
Parsing script LoadingScreen.material
Parsing script Background.material
Parsing script Icons.material
Finished parsing scripts for resource group LoadingScreen
Creating resources for group LoadingScreen
All done
Parsing scripts for resource group LookNFeel
Finished parsing scripts for resource group LookNFeel
Creating resources for group LookNFeel
All done
Parsing scripts for resource group Schemes
Finished parsing scripts for resource group Schemes
Creating resources for group Schemes
All done
Texture: _cegui_ogre_0: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Program finished.


The source that initializes CEGUI is:

Code: Select all

void Prydain::_testGUI()
{
    Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

    GUIRenderer = &CEGUI::OgreRenderer::bootstrapSystem( *window );
    CEGUI::ImageManager::setImagesetDefaultResourceGroup("Imagesets");
    CEGUI::Font::setDefaultResourceGroup("Fonts");
    CEGUI::Scheme::setDefaultResourceGroup("Schemes");
    CEGUI::WidgetLookManager::setDefaultResourceGroup("LookNFeel");
    CEGUI::WindowManager::setDefaultResourceGroup("Layouts");

    CEGUI::ImageManager::getSingleton().loadImageset("TaharezLook.imageset", "Imagesets");
    CEGUI::SchemeManager::getSingleton().createFromFile("TaharezLook.scheme");
    CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultTooltipType( "TaharezLook/Tooltip" );

    CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage("TaharezLook/MouseArrow");

    CEGUI::FontManager::getSingleton().createFromFile( "DejaVuSans-10.font" );
    CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultFont("DejaVuSans-10");


    using namespace CEGUI;
    WindowManager& wmgr = WindowManager::getSingleton();
    Window* myRoot = wmgr.createWindow( "DefaultWindow", "root" );
    System::getSingleton().getDefaultGUIContext().setRootWindow( myRoot );
    FrameWindow* fWnd = static_cast<FrameWindow*>(wmgr.createWindow( "TaharezLook/FrameWindow", "testWindow" ));
    myRoot->addChild( fWnd );
    // position a quarter of the way in from the top-left of parent.
    fWnd->setPosition( UVector2( UDim( 0.25f, 0.0f ), UDim( 0.25f, 0.0f ) ) );
    // set size to be half the size of the parent
    fWnd->setSize( USize( UDim( 0.5f, 0.0f ), UDim( 0.5f, 0.0f ) ) );
    fWnd->setText( "Hello World!" );


    int x = 0;
    while ( x < 8000 )
    {
        x++;
        window->update();
    }
}


And what initializes OGRE is:

Code: Select all

bool Prydain::init( string mod )
{
    if( !initOgre() )
    {
        return false;
    }

    cout << "Done initing ogre.\n";

    if( !loadModule ( mod ) )
    {
        return false;
    }
    cout << "Done loading module.\n";

    return true;
}

bool Prydain::initOgre()
{
    Ogre::LogManager* ogreLogManager = new Ogre::LogManager();
    ogreLog = ogreLogManager->createLog("OgreLogFile.txt", true, true, false);
    ogreLog->setDebugOutputEnabled( true );

    ogreRoot = new Ogre::Root();

    if( !ogreRoot->showConfigDialog() )
    {
        return false;
    }

    window = ogreRoot->initialise( true, "Main" );
    sceneManager = ogreRoot->createSceneManager( Ogre::ST_GENERIC, "SceneManager" );

    viewport = window->addViewport( 0 );
    window->setActive( true );
    viewport->setAutoUpdated( true );

    ogreRGM = Ogre::ResourceGroupManager::getSingletonPtr();
    ogreOLS = new Ogre::OverlaySystem();
    sceneManager->addRenderQueueListener( ogreOLS );

    return true;
}

bool Prydain::loadModule( string mod )
{
    mainCamera = sceneManager->createCamera( "MainCamera" );
    mainCamera->setAspectRatio(Ogre::Real(viewport->getActualWidth()) / Ogre::Real(viewport->getActualHeight()));
    viewport->setCamera( mainCamera );

    sceneManager->setAmbientLight( Ogre::ColourValue( 0.9, 0.9, 0.9 ) );
    viewport->setBackgroundColour( Ogre::ColourValue( 0.6, 0.9, 0.9, 1 ) );
    mainCamera->setPosition( 100, 100, 100 );
    mainCamera->lookAt( 0, 0, 0 );

    parseResourceFile( "resources.cfg" );

    return true;
}

void Prydain::parseResourceFile( string fileLocation )
{
    Ogre::String secName, typeName, archName;
    Ogre::ConfigFile configFile;
    configFile.load( fileLocation );

    Ogre::ConfigFile::SectionIterator seci = configFile.getSectionIterator();
    while ( seci.hasMoreElements() )
    {
        secName = seci.peekNextKey();
        Ogre::ConfigFile::SettingsMultiMap *settings = seci.getNext();
        Ogre::ConfigFile::SettingsMultiMap::iterator i;
        for (i = settings->begin(); i != settings->end(); ++i)
        {
            typeName = i->first;
            archName = i->second;
            Ogre::ResourceGroupManager::getSingleton().addResourceLocation(archName, typeName, secName);
        }
    }
}


Everything with OGRE seems to work as I can do other things with it, like put in manual overlays.

I'd be happy to help update the wiki once I know what I'm doing, but I'm afraid I am pretty far from that!

SOLUTION: should have been calling Ogre::Root::renderOneFrame(), not Ogre::RenderWindow::update().
Last edited by Bakaiya on Fri May 23, 2014 06:11, edited 2 times in total.

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CrazyEddie
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Re: Documentation Confusion and Blank Screen

Postby CrazyEddie » Fri May 16, 2014 07:43

Hi there,

I would say that if you're getting no errors, no crash and no CEGUI.log, then you may have forgotten to call the function that initialises CEGUI :)

CE.

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Ident
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Re: Documentation Confusion and Blank Screen

Postby Ident » Fri May 16, 2014 09:58

Bakaiya wrote:I'd be happy to help update the wiki once I know what I'm doing, but I'm afraid I am pretty far from that!


Even better would be having additions to the official docs. The doxygen files are part of the 0.8.3 files so you can easily supply a patch when you do changes to them. We will gladly incorporate them into the official docs. Wiki is of course fine too but people should look into the official docs, where it is also easier to distinguish between versions.

I also have to admit that the docs are currently not very good. Something that would definitely improve if we had further information in the official api docs in the beginner's guide together with some code snippets of full initialisation code examples and how to handle stuff in input/gameplay/simulation loops.
Regarding the functions you are missing: Did you look at the samples? Each sample initialises the files it needs. For example:

CommonDialogsDemo.cpp:

Code: Select all

bool CommonDialogsDemo::initialise(CEGUI::GUIContext* guiContext)
{
    // initialise the common dialogs library; this is very important!
    initialiseCEGUICommonDialogs();

    // load font and setup default if not loaded via scheme
    Font& defaultFont = FontManager::getSingleton().createFromFile("DejaVuSans-12.font");
    // Set default font for the gui context
    guiContext->setDefaultFont(&defaultFont);

    // load resources and set up system defaults
    SchemeManager::getSingleton().createFromFile("VanillaSkin.scheme");
    SchemeManager::getSingleton().createFromFile("VanillaCommonDialogs.scheme");
    guiContext->getMouseCursor().setDefaultImage("Vanilla-Images/MouseArrow");

    // set up the root window / gui sheet
    WindowManager& winMgr = WindowManager::getSingleton();
    Window* root = winMgr.createWindow("DefaultWindow", "Root");
    guiContext->setRootWindow(root);

    // create container window for the demo
    FrameWindow* wnd = static_cast<FrameWindow*>(
        winMgr.createWindow("Vanilla/FrameWindow"));
    root->addChild(wnd);
CrazyEddie: "I don't like GUIs"

Bakaiya
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Re: Documentation Confusion and Blank Screen

Postby Bakaiya » Sat May 17, 2014 02:42

It seems my CEGUI package didn't ship with the samples (or at least, I don't know where they are if it did). I downloaded the official source and I'll take a look at them - hopefully that will clarify my confusion. Thanks for pointing me to those!

I am sure it is that I am missing some sort of initialisation or update function, I just thus far haven't been able to discern which. Working examples should sort that out, though.

I haven't had much experience dealing with doxygen, aside from reading what it generates, but if my little project ends up going anywhere (which is a big if) I can look into it. I can't really promise anything, but at the very least I'll try to fix any errors I come across on the wiki; I'm kind of just trying to make a little program as a summer project and I haven't even programmed seriously in about 2 years.

Anyway, thanks for the help and I'll see what I can do with the samples.

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Ident
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Location: Austria

Re: Documentation Confusion and Blank Screen

Postby Ident » Sat May 17, 2014 10:50

The Samples are only really useful for initialising resources and features of a specific sample. They do not contain good compromised code for initialising CEGUI itself or updating it, although you would find these things in the SampleBrowser.


Here is how to access the defaultGuiContext. Unless you want to render to multiple contexts (multiple completely separate windows) then this is all you will need:

Code: Select all

ceguiSystem->getDefaultGUIContext()

You have to inject timepulses (passed time) into the cegui system and the defaultguicontext (or all contexts you use) each frame.
You need to inject mouse and keyboard inputs to the guicontext(s) you use. You also have to inject window size changes.

You can call CEGUI::System's function "renderAllGUIContexts" safely if you use only your defaultguicontext or if you do RTT in a way that this won't be an issue. This will call the Renderer and render all guiContexts.


All this information should be put into the API docs in a well written form after checking that it works. If you would be able to help this would be great. If you have problems with following my instructions or if they do not work please ask. I might have forgotten something.
CrazyEddie: "I don't like GUIs"

Bakaiya
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Re: Documentation Confusion and Blank Screen

Postby Bakaiya » Fri May 23, 2014 06:08

Sorry for the delayed continuation of this, I got distracted for a bit and just came back to my project. I was able to solve my problem, which it turns out was related to calling the wrong Ogre function. So, essentially, it was their problem, not yours. I was calling window->update(); (ogre's window) which worked when I was messing with overlays in ogre, but apparently doesn't work for anything other than overlays because of how I created the window (and I don't think it was actually supposed to work for those, so I am somewhat confused why it did... that's what gave me the false sense of everything working right in ogre). I changed my call to ogreRoot->renderOneFrame(); and now it works. Now I was just messing with the geometry buffer and had some issues, but it's probably my fault and I need to look at little more closely at what I'm doing before I really say anything about that.

That said, I only just got it actually rendering CEGUI, so I only have a single non-working button at the moment. I'm happy I finally got that, though. I appreciate your explanation since that's essentially what I have to do now that it renders and that indeed isn't all that clear from the samples (although I was able to work out most of the startup from the samples). I'll let you know if I have any other problems, which is likely. Once it's all working (or mostly working) I'll see about helping out with docs based on my experience; but right now, any such effort would still be the blind leading the blind.

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Location: Austria

Re: [Solved] Documentation Confusion and Blank Screen

Postby Ident » Fri May 23, 2014 09:41

Good you got it working.

Sure. We very much appreciate any work on the API docs (or any other docs/wiki) because usually we are all busy with actual programming and bug-fixing (which, aside from GSoC, is all done unpaid and in our spare time) so we don't really have time to spend on perfectionising the docs. Of course if you create a patch / pull request for the docs I will have time to look over it to see if it seems correct/complete and then they could be merged into CEGUI.
CrazyEddie: "I don't like GUIs"


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