Creating CEGUI widget compilable with Open GL and Direct3d

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ritz
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Creating CEGUI widget compilable with Open GL and Direct3d

Postby ritz » Thu Nov 11, 2004 07:13

Hello All,

As per my current understanding widget created in OGRE/CEGUI system should be compilable with Open GL and Direct 3d.

Can any body please tell me, is there any explicit need to be taken care of for the same.

More over how i can test it out.

i am not aware of Direct3d and Open Gl any reference or sample code would help.

THanks and Regards,
Ritz

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gcarlton
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Creating CEGUI widget compilable with Open GL and Direct3d

Postby gcarlton » Mon Nov 15, 2004 00:26

The widgets rely on the virtual Renderer interface, so a gui layout should be the same for all different rendering techniques.

Having a testbed that supports dx/opengl sounds a good idea (and fairly simple to set up), but I don't think its been done.

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ritz
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Creating CEGUI widget compilable with Open GL and Direct3d

Postby ritz » Tue Nov 16, 2004 09:28

Hello ,
THanks for reply.
can you please suggest how i can create the test bed.
Thanks,
Ritz

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gcarlton
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Creating CEGUI widget compilable with Open GL and Direct3d

Postby gcarlton » Tue Nov 16, 2004 23:20

Well, just init opengl or dx and then create cegui with the appropriate renderer.

Alternatively you could create an ogre app, and use its underlying render system (opengl/dx) to create cegui with the appropriate renderer. This would be good cause the app could switch between ogre/dx/opengl, and have the nice ogre startup box for selecting the underlying render mode.

I don't know much about ogre, but this seems possible, and you'd hope it would be pretty easy.


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