Code: Select all
//Type of variable
CEGUI::Direct3D11Renderer* m_pRenderer;
CEGUI::GUIContext* m_pContext;
//Call render
m_pRenderer->beginRendering();
m_pContext->draw(); // <-- this line must disable buffer, after being called once the buffer is deactivated until the end of the program
m_pRenderer->endRendering();
It is normal that the buffer is disabled for UI, but I not understand why he does not wake up later.
Code: Select all
m_renderingEngine.Restore();
m_game.Render();
m_GUI.Draw();
m_renderingEngine.Clear();
So m_renderingEngine.Restore(); :
Code: Select all
m_deviceContext->ClearRenderTargetView(m_pRenderTargetView, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
m_deviceContext->ClearDepthStencilView(m_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
and m_pRenderer->endRendering(); :
Code: Select all
m_swapchain->Present(0, 0); //Switch the back to front buffer
D3DXMatrixIdentity(&m_worldMatrix);
Cegui Version: 0.8.7.
Thank you for your answers.