Right Brain Games GUI for Ogre [New Release Available]

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
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Eldarion
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Post by Eldarion »

@SirShane: what do you think we can take look at the next release? :)
I'm looking forward it :)
SuperRobJ
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Post by SuperRobJ »

The gui awesome great work. However, I can't seem to figure a nice was of determining whether a button has been pressed.
Jorgon
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Post by Jorgon »

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.
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Skattjakt
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Post by Skattjakt »

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.
Woah!
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! :shock:

Thanks a lot!

And the Gui totally rocks! I'm speechless!
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johnhpus
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Post by johnhpus »

Really? I would have sworn it isn't case sensitive.
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Skattjakt
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Post by Skattjakt »

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'!
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Skattjakt
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Post by Skattjakt »

johnhpus wrote:Really? I would have sworn it isn't case sensitive.
Yeah, me to!
But I'm 100% positive that that was everything I changed!
Jorgon
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Post by Jorgon »

I am glad you got it fixed, but that is too strange, what OS are you using?
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Skattjakt
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Post by Skattjakt »

Jorgon wrote:I am glad you got it fixed, but that is too strange, what OS are you using?
Windows XP Media Center Edition
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vasil
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Post by vasil »

@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 ...
excuse my bad English
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Skattjakt
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Post by Skattjakt »

Oh my!

Just to straight things out I changed it back to the lower case and rebuilded the solution. Still worked! So I must have done something else before after all. And now I don't even know how I fixed - That's even more annoying!

(But I'm still glad it works)


@vasil

I always rebuild!
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vasil
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Post by vasil »

@Skattjakt
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
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SirShane
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Post by SirShane »

Eldarion wrote:@SirShane: what do you think we can take look at the next release? :)
I'm looking forward it :)
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).
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Eldarion
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Post by Eldarion »

yeah that sounds great. i'm looking forward to use it in my application.
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Skattjakt
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Post by Skattjakt »

Now that I have built RBGui alright. Is it safe for me to switch to the latest source release of ogre instead of the latest cvs version of ogre?

Is it just the DLL's that are vital?
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SirShane
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Post by SirShane »

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.
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Post by Horizon »

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:

Code: Select all

-OGRE
 -ogrenew
 -ogreaddons
 -etc
-Right Brain Games
 -Mocha
 -RBGUI
Or something like that.
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Skattjakt
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Post by Skattjakt »

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.
Okay. But do I HAVE to use the HEAD or can I use the Maintenance branch?
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SirShane
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Post by SirShane »

I think you need to use HEAD. Although i'm not really sure what the maintenance branch includes, I don't think it would have the _setSeparateSceneBlending fix.
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Post by cypher543 »

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! :D
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SirShane
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Post by SirShane »

You can render a 3D view into a window by rendering a scene into a texture as usual, and then using that texture as an image in a window.
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Post by BloodyFanatic »

SirShane, I think I found a nasty bug:

When you try this code,

Code: Select all

RBGui::OgreBrush* ogreBrush = new RBGui::OgreBrush( mSceneMgr, mViewport );
delete ogreBrush;
ogreBrush = new RBGui::OgreBrush( mSceneMgr, mViewport );
the last line will throw this exception:

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)
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... :roll:
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SirShane
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Post by SirShane »

Thanks. I fixed it. Just to let you know, you should never call delete on any object that comes from the GUI. All objects from the GUI inherit from a class called Mocha::Object, which is reference counted. Use Mocha::RefPointer to work with them.
Shane Parker
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Skattjakt
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Post by Skattjakt »

Is it possible to create a window without caption?
And can I make the background transparent? Some sort of Alpha blending?

Thnak you in advance..
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SirShane
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Post by SirShane »

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.
Shane Parker
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