CEGUI on OGRE 2.1

Discussion regarding the development of CEGUI itself - as opposed to questions about CEGUI usage that should be in the help forums.

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Ident
CEGUI Team
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Re: CEGUI on OGRE 2.1

Postby Ident » Fri Oct 20, 2017 19:17

You can make a branch and then add it to CEGUI via PR.
CrazyEddie: "I don't like GUIs"

Boost113
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Not too shy to talk
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Re: CEGUI on OGRE 2.1

Postby Boost113 » Wed Oct 25, 2017 14:14

I'm using the CEGUI default branch with Ogre 2.1 and it works great, at least on linux.
On Windows it may or may not work. I need to figure out whether I'm doing something wrong or if the glitching I'm sometimes seeing is actually a bug somewhere.

123iamking
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Re: CEGUI on OGRE 2.1

Postby 123iamking » Sun Nov 05, 2017 15:13

I have a question:
If CEGUI can work with DirectX11 & GL3+. According to features article:
Many different renderers supported. We currently offer implementations for OpenGL 2.X, OpenGL 3.2+ Core Profile, Direct3D 9, Direct3D 10, Direct3D 11, Irrlicht, Ogre3D and OpenGL ES (experimental). A dummy renderer (NullRenderer) is provided as well. Additionally there is support for Crystal Space (provided by the Crystal Space team) and Open Scene Graph (provided by the Open Scene Graph team).

And OGRE 2.1 use D3D11 or GL3+ (according to Ogre's What version to choose)
D3D11 or GL3+, Metal on iOS, Metal on macOS, GL3+ on macOS/OSX for old cards (see compatibility mode notes)

So is it easy to use CEGUI's D3D11 support for Ogre's D3D11, similar to GL3+? And Is it a good idea? I'm very new to CEGUI so please give me advice :) pretty please :)
Since currently, I really want to use CEGUI for Ogre 2.1 but I can't make it to work when I render Ogre with D3D11.


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