Okay, a little sooner than anticipated I have made the changes to support resource groups. Currently available as a patch for testing:
Get the patch here.
The patch adds a 'ResourceGroup' attribute to any XML element that loads a file (be it a scheme, font (xml), font (ttf), imageset or texture). There is a default group that can be set in the resource provider, and is used whenever the group used is "", in the event that the default is set to "" also, then the system, for Ogre, will use the default Ogre group. The default group can also be specified in the CEGUI config xml file (other files specified in the config are loaded from this default group). The .xsd schema files for each xml file are loaded from the same group as the xml file being loaded (this could mean having more than one copy of the .xsd file, I wasn't sure what to do here - it would possibly better to always have the .xsd files loaded from whatever is set as the default group).
There are quite a few interface changes in this patch, so some peoples code will probably break if/when this gets committed; but I think the end result is definately worth it.
Oh, and don't forget that you'll need to copy the updated .xsd files over from XMLRefSchema to make use of the new attribute.
Let me know what problems you get
CE
can't compile OGRE Renderer
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- CrazyEddie
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Re: can't compile OGRE Renderer
Absolutely brilliant, worked like a charm first time
I tested it on the Particle Editor; all I had to do to get at the OGRE texture was this:
Thanks for this, and the very speedy implementation of it! This deserves three mallets
I tested it on the Particle Editor; all I had to do to get at the OGRE texture was this:
Code: Select all
CEGUI::Texture* myTexture = ...->getCurrentRenderer()->createTexture(textureName, "myResourceGroupName");
Thanks for this, and the very speedy implementation of it! This deserves three mallets
- CrazyEddie
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Re: can't compile OGRE Renderer
Cool, glad it's working correctly
I'll hold off committing this until tomorrow, just in case something rears it head (which always seems to happen).
I'll hold off committing this until tomorrow, just in case something rears it head (which always seems to happen).
Re: can't compile OGRE Renderer
Have you commited the patch? Or is it just the cvs delay?
Cheers, mac
Cheers, mac
- CrazyEddie
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Re: can't compile OGRE Renderer
Sorry, I forgot all about this yesterday
I'll commit this within the hour.
CE
I'll commit this within the hour.
CE
Re: can't compile OGRE Renderer
That was quick...
Thanks very much - and don't be in such a hurry!
Cheers, mac
Thanks very much - and don't be in such a hurry!
Cheers, mac
- CrazyEddie
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Re: can't compile OGRE Renderer
Yeah, today is my day off from CEGUI too
Anyway, release-0_2_0 and HEAD have been updated, allow a while for anon CVS to catch up; the snapshot donloads are current if you need this code now.
CE.
Anyway, release-0_2_0 and HEAD have been updated, allow a while for anon CVS to catch up; the snapshot donloads are current if you need this code now.
CE.
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