White image

For help with anything that CEGUI doesn't offer straight out-of-the-box, e.g.:
- Implementation of new features, such as new Core classes, widgets, WindowRenderers, etc. ...
- Modification of any existing features for specific purposes
- Integration of CEGUI in new engines or frameworks and writing of new plugins (Renderer, Parser, ...) or modules

Moderators: CEGUI MVP, CEGUI Team

Vetal_28
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Wed Nov 22, 2006 14:17
Contact:

White image

Postby Vetal_28 » Fri Mar 16, 2007 13:37

Hello!!!

I have one BIG problem:
We write game, in her we use 2 renders OpenGL and DirectX8.1.
So, when use DirectX8.1 it's all normal, but when use OpenGL all images is white, at all I do not know.

Beforehand thanks for the help :!:
Best regards,
Vitaliy

Vetal_28
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Wed Nov 22, 2006 14:17
Contact:

Postby Vetal_28 » Tue Mar 20, 2007 15:03

PEOPLE, HELP, PLEEEEEEEEEEEEEEEAAAAAAAAAAASE ;)

I must decide this problem!!!

User avatar
scriptkid
Home away from home
Home away from home
Posts: 1178
Joined: Wed Jan 12, 2005 12:06
Location: The Hague, The Netherlands
Contact:

Postby scriptkid » Wed Mar 21, 2007 08:32

Hi,

do you mean the standard CEGUI renderers? Can there be an issue with texture sizes (power of 2) or something, which might cause drivers to behave differently? Or do the problems also occur when you run default CEGUI samples?

HTH!

Vetal_28
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Wed Nov 22, 2006 14:17
Contact:

Postby Vetal_28 » Wed Mar 21, 2007 12:34

scriptkid wrote:Hi,

do you mean the standard CEGUI renderers? Can there be an issue with texture sizes (power of 2) or something, which might cause drivers to behave differently? Or do the problems also occur when you run default CEGUI samples?

HTH!


Yes, I mean standart CEGUI renderers. Yesterday I take old builds and has noticed that a problem in converting at preservation images (me recently have put on the project, the man which worked earlier has left, to consult is not present with whom) if I take old images (which made not I) it's OK, I mean simply incorrectly I save tga format, can there is any special adjustments (I has tried all in AdobePhotoshop CS2 and ASDSee)? You can tell as correctly save it, and where? I has rummaged all of the help and forums, I can not find anywhere.

Thanks that you have responded :wink:

Pompei2
Home away from home
Home away from home
Posts: 489
Joined: Tue May 23, 2006 16:31

Postby Pompei2 » Wed Mar 28, 2007 14:41

Simple question: Do you catch CEGUI exceptions ? And did you already look in the CEGUI.log file ? I think it sounds like CEGUI couldn't load all the pictures (maybe wrong path, wrong codec, ...).

Vetal_28
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Wed Nov 22, 2006 14:17
Contact:

Postby Vetal_28 » Fri Mar 30, 2007 10:41

Pompei2 wrote:Simple question: Do you catch CEGUI exceptions ? And did you already look in the CEGUI.log file ?


Yes, but there is no exeptions!!

Pompei2 wrote: (maybe wrong path, wrong codec, ...)


As I already spoke, problem in convertation. Most likely wrong path or codec, or.... And what correct? Through what program it is necessary to convert?

Please, help, because I have gone to "impasse"!!!!!!!!!!!

User avatar
Levia
Quite a regular
Quite a regular
Posts: 83
Joined: Mon May 22, 2006 18:25
Location: Bergen op zoom, The Netherlands
Contact:

Postby Levia » Fri Mar 30, 2007 15:42

..Try to convert the picture you are loading to another format.
Image
Image

Pompei2
Home away from home
Home away from home
Posts: 489
Joined: Tue May 23, 2006 16:31

Postby Pompei2 » Fri Mar 30, 2007 18:58

In OpenGl, everything is white when the texture hasn't been correctly loaded. In most cases, when a OpenGL call failed, glError returns the last error. As CEGUI generates no exception, I believe that CEGUI doesn't check the OpenGL error state (but I'm not sure !), so you could try to see if there happened a OpenGL error after CEGUI loaded all your data (using glError function). If it is so, it might help you to find your error. If there is no OpenGL error, you can try to debug the CEGUI code :?

Vetal_28
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Wed Nov 22, 2006 14:17
Contact:

Postby Vetal_28 » Mon Apr 02, 2007 16:11

Levia wrote:..Try to convert the picture you are loading to another format.


OpenGLTexture::tImageTGA* OpenGLTexture::LoadTGA(const unsigned char* buffer, size_t buffer_size) - Support of other formar necessary to finish manually :roll:
Last edited by Vetal_28 on Tue Apr 03, 2007 15:15, edited 2 times in total.

Vetal_28
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Wed Nov 22, 2006 14:17
Contact:

Postby Vetal_28 » Mon Apr 02, 2007 16:46

Pompei2 wrote:In OpenGl, everything is white when the texture hasn't been correctly loaded. In most cases, when a OpenGL call failed, glError returns the last error. As CEGUI generates no exception, I believe that CEGUI doesn't check the OpenGL error state (but I'm not sure !), so you could try to see if there happened a OpenGL error after CEGUI loaded all your data (using glError function). If it is so, it might help you to find your error. If there is no OpenGL error, you can try to debug the CEGUI code :?


I don't see glError function, it's not present. Or I blind :? ?

Pompei2
Home away from home
Home away from home
Posts: 489
Joined: Tue May 23, 2006 16:31

Postby Pompei2 » Tue Apr 03, 2007 15:21

no, it's not present, you're right, and that's probably why you get no error from cegui.

Whant I mean is that YOU call it in YOUR code part, to see if the CEGUI code part had an error. you know what i mean ? :)

Vetal_28
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Wed Nov 22, 2006 14:17
Contact:

Postby Vetal_28 » Wed Apr 04, 2007 13:10

Pompei2 wrote:no, it's not present, you're right, and that's probably why you get no error from cegui.

Whant I mean is that YOU call it in YOUR code part, to see if the CEGUI code part had an error. you know what i mean ? :)


To tell the truth is not strong...

Pompei2
Home away from home
Home away from home
Posts: 489
Joined: Tue May 23, 2006 16:31

Postby Pompei2 » Thu Apr 05, 2007 19:14

hmm ok a sample:

Code: Select all

// Here you initialise CEGUI (and it loads the textures)
...
// Right after it, you call glGetError to see if opengl reported an error.
if( GL_NO_ERROR != glGetError( ) ) {
    // OpenGl reported an error, now you just have to look what error it is
    // and think a bit about it, maybe you will find what's up :)
}


see all possible return values and a detailed description in the man page.

Vetal_28
Not too shy to talk
Not too shy to talk
Posts: 26
Joined: Wed Nov 22, 2006 14:17
Contact:

Postby Vetal_28 » Fri Apr 06, 2007 10:04

Pompei2 wrote:hmm ok a sample:

Code: Select all

// Here you initialise CEGUI (and it loads the textures)
...
// Right after it, you call glGetError to see if opengl reported an error.
if( GL_NO_ERROR != glGetError( ) ) {
    // OpenGl reported an error, now you just have to look what error it is
    // and think a bit about it, maybe you will find what's up :)
}


see all possible return values and a detailed description in the man page.


There is no error! glGetError( ) return GL_NO_ERROR. Problem only in convertation of the image now is precisely clear that.
I heard that in tga format there are special bits indicating, whether is turned image or is reflected, only as well as than them to specify I do not know, and find I can not.
Can a problem be in it? :?: :?

Pompei2
Home away from home
Home away from home
Posts: 489
Joined: Tue May 23, 2006 16:31

Postby Pompei2 » Mon Apr 09, 2007 13:51

no, I have no more idea how to help you. Try GIMP to save the pictures, you can choose these 2 flags while saving. else, why don't you use png images ? using the SILLY lib ?


Return to “Modifications / Integrations / Customisations”

Who is online

Users browsing this forum: No registered users and 8 guests