Search found 10 matches
- 09 Apr 2012, 14:20
- Forum: General Discussion
- Replies: 58
- Views: 52084
Re: OGRE Renderer
I've been away for a while, it seems like Woflmanfx made some progress - kudos! How would the Noesis<->OGRE compare to CEGUI<->OGRE ? I don't know if I'm going to have the time to replace CEGUI with Noesis at this point of my project, but if it gives a fair performance boost that just might make me....
- 23 Feb 2012, 17:07
- Forum: General Discussion
- Replies: 58
- Views: 52084
Re: OGRE Renderer
It's not working because the UI is not getting rendered, but the background created by DirectX is, which is wrong - it should render the UI too.
I'll try to fix it later.
I'll try to fix it later.
- 23 Feb 2012, 04:19
- Forum: General Discussion
- Replies: 58
- Views: 52084
Re: OGRE Renderer
I haven't worked with DirectX directly before, so I have no idea what's needed... In any case I made a BitBucket repository, if you (jsantos) have a problem with it being public before NoesisGUI is publicly released I can take it down (make it private). https://bitbucket.org/MindCalamity/nogre It cu...
- 22 Feb 2012, 18:45
- Forum: General Discussion
- Replies: 58
- Views: 52084
Re: OGRE Renderer
Update: IDirect3DDevice9* pd3dDevice = mContext; HRESULT hr; #define V(x) { hr = (x); } // Clear the render target and the zbuffer V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 66, 75, 121 ), 1.0f, 0 ) ); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScen...
- 21 Feb 2012, 20:12
- Forum: General Discussion
- Replies: 58
- Views: 52084
Re: OGRE Renderer
Now, I got the initialization working, the problem is - after I initialize the renderer, I need to update it every frame, which is causing a problem: NsGetKernel()->Tick(); // Update UI gUIRenderer->Update(evt.timeSinceLastFrame); NsGetSystem<IDX9RenderSystem>()->SyncInternalState(); const Ptr<Rende...
- 21 Feb 2012, 19:27
- Forum: Official Announcements
- Replies: 4
- Views: 10642
Re: NoesisGUI v0.9.0
Confirmed, it works with VS10, with one problem in 'eabase.h':
This:
Should be this:
To prevent an error with VS versions after 10.
This:
Code: Select all
typedef wchar_t char16_t;Code: Select all
#if _MSC_VER < 1600
typedef wchar_t char16_t;
#endif- 21 Feb 2012, 14:06
- Forum: General Discussion
- Replies: 58
- Views: 52084
Re: OGRE Renderer
Whatever you feel will be best as I've never worked while exchanging code before. I'll add you on Skype, and we'll talk there (it's way more efficient than forums for these kinds of things). And, yes I was trying to implement the first approach, I will try your suggestion when I get home in a few ho...
- 21 Feb 2012, 12:40
- Forum: General Discussion
- Replies: 58
- Views: 52084
Re: OGRE Renderer
OK First thing I did was clean the ShadowVolume demo so I could understand it better (to ~300 lines) and made it a GUI-only demo, now the problem with OGRE is I have no direct way to access the IDirect3DDevice9 for now, I'm trying to downcast the Ogre::RenderSystem pointer I get from mRoot->getRende...
- 19 Feb 2012, 21:21
- Forum: General Discussion
- Replies: 58
- Views: 52084
Re: OGRE Renderer
I'm also looking into porting NoesisGUI to OGRE (and I assume so is AsaafRaman), I may not be that experienced, but I do believe I could help in some way. A nice todo list would be a good way to start. It shouldn't be too hard to port if there are some similarities to other generic GUI engines like ...
- 19 Feb 2012, 20:06
- Forum: Official Announcements
- Replies: 4
- Views: 10642
Re: NoesisGUI v0.9.0
Which version of Visual Studio is this compiled with ?
EDIT: Just saw it was compiled with VS8, any chance of getting a version for VS10 ?
AFAIK VC++ compilers aren't "cross-version" compatible.
EDIT: Just saw it was compiled with VS8, any chance of getting a version for VS10 ?
AFAIK VC++ compilers aren't "cross-version" compatible.