Search found 15 matches

by beasthacker
Fri Sep 19, 2014 2:21 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Unfortunately not yet. As far as I can tell its not on the Irrlicht renderer side of things but we'd have to implement something in Gwen's source. AFAIK this was never actually done. I think that was the intended purpose of the CCT::UpdateControlCacheTexture() method. I suppose we'd just have to ens...
by beasthacker
Mon Sep 08, 2014 8:26 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Hey, Question for you if you've got a minute. My program is done in a resizable window. I've noticed that when resizing the window that gwen's mouse input seems to be off? I was wondering if you've experienced this on your end with Gwen/Irrlicht on Windows? I'm trying to figure out if it has to do w...
by beasthacker
Thu Aug 21, 2014 1:52 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

SUCCESS! Dude. Its a freaking bug in Gwen. I wasted a bunch of time on the assumption that it was my code... The problem is in Controls/Base.cpp: in Gwen::Controls::Base::DoCacheRender() implementation       // Here is the issue     if (this != pMaster)     {         render->AddRenderOffset(GetBound...
by beasthacker
Thu Aug 21, 2014 1:37 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Hey just a quick update for you. As far as I can tell we shouldn't have to comment out calls to Translate after all. When Gwen::Controls::Base::DoCacheRender() is called it will save the previous RenderOffset and then call SetRenderOffset(Gwen::Point(0,0)); Once the cached control is finished drawin...
by beasthacker
Thu Aug 21, 2014 8:16 am
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

That's what I was thinking. Problem is that UpdateControlCacheTexture() is never called in Gwen source. Did a search and came up with nothing. Also I haven't seen anyone actually implement it in their own texture caching. Color picker was setup to cache by default but I it may have been setup that w...
by beasthacker
Thu Aug 21, 2014 7:59 am
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Oh and one more quick thing for you while we're on the topic of the texture caching. From my look at gwen's source I have a sneaking suspicion that resizable controls will not renderer correctly with texture caching. Because the render target texture is created with the bounds of the Control and is ...
by beasthacker
Thu Aug 21, 2014 7:51 am
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

I'm curious now :o I'll just lay out my concern for you though. I personally think that we should avoid changing Gwen's source where we can implement it in the renderer. (Not saying my idea is the best way by any means). That way anyone can use the Original Gwen source, another Fork or their own ver...
by beasthacker
Thu Aug 21, 2014 7:29 am
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

It sounds like you verified that they are being drawn which is great! Now just to get them in the right location. I don't have the code in front of me but here's some pseudo code to show my original idea:     // In Gwen::Renderer::Irrlicht add a new member public:     bool IsDrawingToCache;   // In ...
by beasthacker
Wed Aug 20, 2014 7:37 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Hey. I'm not at the office today but I was checking out your Texture caching implementation. For the most part its pretty similar to what I came up with, set/reset render target during start/finish methods and add new render target texture during the create method. I am also having issues with black...
by beasthacker
Tue Aug 19, 2014 11:32 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

grab() will increment the reference count number. When the number reaches zero it is deallocated. Your issue was because something like this happened: 1. Driver->getTexture() -- Texture created and reference count is one. 2. Driver calls drop() on the texture at some point -- Reference counter is ze...
by beasthacker
Tue Aug 19, 2014 5:40 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Both DrawPixel and DrawLinedRect are uncommented for me and I haven't noticed any issues with it. This is on Mac OSX 10.9 and Open GL Renderer for my current build. I also experienced the crash issue on OpenGL with freeTexture() before. Instead of removing the call to ThisTex->drop() in FreeTexture(...
by beasthacker
Fri Aug 15, 2014 4:06 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Alright I've got a few images to show you guys Gwen running in Irrlicht. All of the images are using my dark / orange theme except one where I use the default Gwen theme. I whipped these up real quickly so there isn't a lot going on except a simple grid scene node but hopefully it will give everyone...
by beasthacker
Thu Aug 14, 2014 7:04 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Sounds good to me. Not sure why Garry abandoned it, but from what I gather he's doing the C# thing currently with Unity for rust AFAIK. You may be interested to check out an existing fork of Gwen at https://github.com/billyquith/GWork . This is actually the fork I'm using (didn't realize it wasn't t...
by beasthacker
Thu Aug 14, 2014 5:20 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Nice catch. I haven't messed with the renderer really except measureText(). By the way, the solution I'm using for TTF in irrlicht uses FreeType lib and is a subclass of IGUIFont. I don't know how 1.9 will change but if it still uses IGUIFont interface then you shouldn't have to change any of the Gw...
by beasthacker
Fri Jul 25, 2014 9:38 pm
Forum: Code Snippets
Topic: GWEN/GWork Irrlicht Renderer
Replies: 43
Views: 20233

Re: GWEN Irrlicht Renderer

Been a lurker on this forum for quite a while. Finally created an account so that I could say thank you! I've been wrestling with various GUI solutions for Irrlicht for weeks with pretty bad results overall (particularly for the amount of time wasted). Even spent a few days trying to write my own la...