- Mind Calamity
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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.
BTW How is layout authoring done ?
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 ?
Re: OGRE Renderer
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.
the layout is done with any tool that understand .xaml: expression blend, visual studio or the free options you can find in google.
Re: OGRE Renderer
Are there going to be sample updates using the best Ogre implementation?
Re: OGRE Renderer
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.
Re: OGRE Renderer
One other question: is it possible to connect a GUIRenderer to a texture render target?
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sfernandez
Site Admin
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Re: OGRE Renderer
Of course,
You first need to create the Drawing::IVGLSurface using Drawing::IVGLSystem surface create functions:
Then, you have to set the surface into your Gui::IRenderer object:
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:
You first need to create the Drawing::IVGLSurface using Drawing::IVGLSystem surface create functions:
Code: Select all
Ptr<Drawing::IVGLSurface> surface = NsGetSystem<Drawing::IVGLSystem>()->CreateSurface(
surfaceWidth, surfaceHeight, enableMask, enableAlphaChannel, msaa);
Code: Select all
Ptr<Gui::IRenderer> guiRenderer = Gui::CreateRenderer(guiContent);
guiRenderer->SetSurface(surface);
Code: Select all
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
Re: OGRE Renderer
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.
Re: OGRE Renderer
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.
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.
Re: OGRE Renderer
I seem to be a bit late to the party but may I have access to the bitbucket repository as well?
Thanks,
Victor
Thanks,
Victor
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