Right Brain Games GUI for Ogre [New Release Available]
- Skattjakt
- Halfling
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Woah!Jorgon wrote:Skattjakt,
The only thing I can think of that might be an issue is mismatched .lib files. Make sure your directories are setup in VS2005 to point to the cvs version of ogre.
I went through all of the libs I was linking and I saw this lib-file called user32.lib. I thought "humm, I'm not linking this one to a directory. Maybe it's linked by an environment variable?" And ofcourse it was. I found it in \Microsoft Platform SDK for Windows Server 2003 R2\Lib and I noticed its name was User32.lib and not user32.lib.
I changed to the upper case U in VS2005 and now it's working perfectly!
I didn't even know it was case sensitive!
Thanks a lot!
And the Gui totally rocks! I'm speechless!
- Skattjakt
- Halfling
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Just one thing.
While I'm exploring the Ogre Gui Sample everytime I press something in the menu i gives a message in the console window:
For example:
WARNING: Texture instance 'Gui_Target_33' was defined as manually loaded, but no
manual loader was provided. This Resource will be lost if it has to be reloaded
And the same goes for all the drop-down menues like 'Bool Value'!
While I'm exploring the Ogre Gui Sample everytime I press something in the menu i gives a message in the console window:
For example:
WARNING: Texture instance 'Gui_Target_33' was defined as manually loaded, but no
manual loader was provided. This Resource will be lost if it has to be reloaded
And the same goes for all the drop-down menues like 'Bool Value'!
- Skattjakt
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- Skattjakt
- Halfling
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- vasil
- Gnoblar
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@Skattjakt
My guess is that when you changed something in the properties of a project visual studio decides whether or not to recompile the project (if you use just "Compile" and not "Recompile" option)
and with the last change it does re-compiled whatever was wrong with your compilation. One of your previous compilation did not recompiled the stuff that cosed the problem.
I may be wrong at all ...
My guess is that when you changed something in the properties of a project visual studio decides whether or not to recompile the project (if you use just "Compile" and not "Recompile" option)
and with the last change it does re-compiled whatever was wrong with your compilation. One of your previous compilation did not recompiled the stuff that cosed the problem.
I may be wrong at all ...
excuse my bad English
- Skattjakt
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- vasil
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@Skattjakt
If you always rebuild then it is really annoying!
Do not worry it happens to all of us sometimes. ;-)
If you always rebuild then it is really annoying!
Do not worry it happens to all of us sometimes. ;-)
Last edited by vasil on Wed Jul 25, 2007 7:11 am, edited 1 time in total.
excuse my bad English
- SirShane
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I can probably put up another release this week. There aren't that many new features, since I haven't had time to work on it much. But I did fix a lot of the things the community has requested (Like mouse over highlighting for the menus and stuff).Eldarion wrote:@SirShane: what do you think we can take look at the next release?
I'm looking forward it
- Skattjakt
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- SirShane
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- Greenskin
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SirShane: Will you be putting this project up on sourceforge sometime, too? There's a lot of little things that would be nice to fix, which would be easy to submit as patches.
For one thing, it would be great to have a default location for RBGUI, so we could set the build-properties right once and for all. I propose something like:
Or something like that.
For one thing, it would be great to have a default location for RBGUI, so we could set the build-properties right once and for all. I propose something like:
Code: Select all
-OGRE
-ogrenew
-ogreaddons
-etc
-Right Brain Games
-Mocha
-RBGUI
- Skattjakt
- Halfling
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Okay. But do I HAVE to use the HEAD or can I use the Maintenance branch?SirShane wrote:You have to use the CVS version of Ogre with the GUI. There are some interface changes (namely _setSeparateSceneBlending) that the GUI requires to work. You can't use the latest release source code, and then DLLs compiled from CVS.
- SirShane
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- Gnoblar
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First of all, I just want to say that this GUI looks incredible!
I'm sorry if this is already included as a widget or something, but I haven't started using Ogre yet, so I can't test it. But, is it possible to render a 3D object or entire scene inside a Window? For example, when building a level editor, I would like to provide a viewport that displays the currently selected model which can be rotated and scaled. Or better yet, would it be possible to add this as a feature to the Open File dialog so that selecting a .mesh file renders the model in a pane to the right or as a thumbnail like with images?
Keep up the great work!
I'm sorry if this is already included as a widget or something, but I haven't started using Ogre yet, so I can't test it. But, is it possible to render a 3D object or entire scene inside a Window? For example, when building a level editor, I would like to provide a viewport that displays the currently selected model which can be rotated and scaled. Or better yet, would it be possible to add this as a feature to the Open File dialog so that selecting a .mesh file renders the model in a pane to the right or as a thumbnail like with images?
Keep up the great work!
- SirShane
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- Kobold
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SirShane, I think I found a nasty bug:
When you try this code,
the last line will throw this exception:
It seems that you forgot to release the '__GUI_DEFAULT_TEXTURE__' texture. I would fix it on my own, but i don't know how...
When you try this code,
Code: Select all
RBGui::OgreBrush* ogreBrush = new RBGui::OgreBrush( mSceneMgr, mViewport );
delete ogreBrush;
ogreBrush = new RBGui::OgreBrush( mSceneMgr, mViewport );
Code: Select all
OGRE EXCEPTION(4:ItemIdentityException): Resource with the name __GUI_DEFAULT_TEXTURE__ already exists. in ResourceManager::add at ..\src\OgreResourceManager.cpp (line 113)
- SirShane
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- Skattjakt
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- SirShane
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You can create a window without a caption by making a new border that doesn't have a title bar. You can also add transparency by having a border with an alpha channel. The default theme "Monochrome Grape" uses the alpha channel to create a small shadow around the edges of the default window border.
There is also a method named 'setOpacity' on the window. This is not a good way to change the opacity of a window, however, because it is used by the window animator classes to fade in and out. It shouldn't be used manually.
There is also a method named 'setOpacity' on the window. This is not a good way to change the opacity of a window, however, because it is used by the window animator classes to fade in and out. It shouldn't be used manually.