I can't say this with certainty, but it looks like there's one buffer per window.....
If I want to manipulate the material properties with Irrlicht functions, there is no way to get to them via CEGUI...
d_material in IrrlichtGeometryBuffer shouldn't be protected.
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- CrazyEddie
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Re: d_material in IrrlichtGeometryBuffer shouldn't be protected.
Yes, this is correct, there is one GeometryBuffer for every CEGUI::Window instance.
I will add an accessor to enable one to access the Irrlicht material (not immediately though ).
CE
I will add an accessor to enable one to access the Irrlicht material (not immediately though ).
CE
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Re: d_material in IrrlichtGeometryBuffer shouldn't be protected.
Here's my function. Doesn't seem to be doing anything when I set the material properties so I guess it's a fail.
Code: Select all
// Gets a window's Irrlicht material.
u32* DLL_EXPORT CEGUIgetIrrMaterial (u32 *windowPtr) {
return (u32*) (&(static_cast<CEGUI::IrrlichtGeometryBuffer*>(&((toCEGUIWindow(windowPtr))->getGeometryBuffer())))->d_material);
}
- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
Re: d_material in IrrlichtGeometryBuffer shouldn't be protected.
Depending on what gets cached and where, you probably have to invalidate the window after changing the material. But I've not looked at this yet, so who knows
CE.
CE.
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Re: d_material in IrrlichtGeometryBuffer shouldn't be protected.
Invalidate doesn't change it... I might be doing it wrong.
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