Alexis
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Joined: 01 Mar 2012, 20:21

Re: OGRE Renderer

16 Mar 2012, 01:53

Thanks ! I'll try this too asap
 
Mind Calamity
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Re: OGRE Renderer

09 Apr 2012, 14:20

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.

BTW How is layout authoring done ?
 
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jsantos
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Re: OGRE Renderer

10 Apr 2012, 14:31

Apart from the performance boost, NoesisGui gives your more powerful options to design your interface. Anyway, the best you can do is trying it. What kind of panels do you have? I can help with the migration.

the layout is done with any tool that understand .xaml: expression blend, visual studio or the free options you can find in google.
 
Slicky
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Re: OGRE Renderer

16 Apr 2012, 20:14

Are there going to be sample updates using the best Ogre implementation?
 
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jsantos
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Re: OGRE Renderer

17 Apr 2012, 19:26

Yes, when the ogre implementation stabilizes a sample will be provided. But for now, it is soon I think. Anyway if anyone want to start writing a tutorial, please contact me. we can add it to the tutorials of the beta.
 
nurbed
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Joined: 28 Feb 2012, 10:06

Re: OGRE Renderer

24 Apr 2012, 10:07

One other question: is it possible to connect a GUIRenderer to a texture render target?
 
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sfernandez
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Re: OGRE Renderer

24 Apr 2012, 11:51

Of course,

You first need to create the Drawing::IVGLSurface using Drawing::IVGLSystem surface create functions:
Ptr<Drawing::IVGLSurface> surface = NsGetSystem<Drawing::IVGLSystem>()->CreateSurface(
    surfaceWidth, surfaceHeight, enableMask, enableAlphaChannel, msaa);
Then, you have to set the surface into your Gui::IRenderer object:
Ptr<Gui::IRenderer> guiRenderer = Gui::CreateRenderer(guiContent);
guiRenderer->SetSurface(surface);
If you already have a DX texture render target created, you should wrap it using Render::IDX9RenderSystem interface, and create the surface using the wrapped render target:
Render::IDX9RenderSystem* dx9RenderSystem = NsDynamicCast<Render::IDX9RenderSystem*>(
    NsGetSystem<Render::IRenderSystem>());
Ptr<Render::IRenderTarget2D> colorRT = dx9RenderSystem->WrapRenderTarget(d3dSurface);
Ptr<Drawing::IVGLSurface> surface = NsGetSystem<Drawing::IVGLSystem>()->CreateSurface(
    colorRT, 0); // second parameter is an optional mask surface to allow clipping
 
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Wolfmanfx
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Re: OGRE Renderer

17 Jun 2012, 17:28

Sorry for the lack of updates - i was busy with improving the android port for OGRE. I will resume my work on the OGRE renderer for noesisGUI soon but first i have to communicate with jsantos.
 
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jsantos
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Re: OGRE Renderer

14 Sep 2012, 13:38

0.9.5 has been released today. I think that the faster solution for an Ogre integration is doing the same that was done with the Unity integration and native plugin interface.

From the chat I had with Wolfmanfx yesterday this is a viable option although not probably the best. But being the fastest I think we should go for that first.
 
vin002
Posts: 2
Joined: 12 Nov 2012, 19:03

Re: OGRE Renderer

12 Nov 2012, 20:41

I seem to be a bit late to the party but may I have access to the bitbucket repository as well?

Thanks,
Victor

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