I've been porting my project to 2.1 for the past few weeks, and while I'm learning a lot, I'm kind of stuck with this:
As seen in attached image, all of UI, which is done with help of MyGUI, using their default skins look much darker compared to 1.9 (which is the correct color, ignore the background, that's changed on purpose).
I have been trying to figure this stuff out on my own, but I end up either breaking the whole application, or with 0 change.
If it helps, here's my compositor setup, which is shamelessly stolen from one of the MyGUI porting threads flying around:
Code: Select all
const Ogre::String workspaceName = "RTSWorkspace";
const Ogre::IdString workspaceNameHash = workspaceName;
Ogre::CompositorManager2* pCompositorManager = Ogre::Root::getSingleton().getCompositorManager2();
Ogre::CompositorNodeDef *nodeDef = pCompositorManager->addNodeDefinition("RTSWorkspaceDefinition");
//Input texture
nodeDef->addTextureSourceName("WindowRT", 0, Ogre::TextureDefinitionBase::TEXTURE_INPUT);
nodeDef->setNumTargetPass(1);
{
Ogre::CompositorTargetDef *targetDef = nodeDef->addTargetPass("WindowRT");
targetDef->setNumPasses(3);
{
{
//clear with light grey
Ogre::CompositorPassClearDef* passClear = static_cast<Ogre::CompositorPassClearDef*>
(targetDef->addPass(Ogre::PASS_CLEAR));
passClear->mColourValue = Ogre::ColourValue(0.35f, 0.35f, 0.35f, 1.0f);
//render scene
Ogre::CompositorPassSceneDef *passScene = static_cast<Ogre::CompositorPassSceneDef*>
(targetDef->addPass(Ogre::PASS_SCENE));
//passScene->mShadowNode = Ogre::IdString();
//MyGUI pass
Ogre::CompositorPassClearDef* guiPass = static_cast<Ogre::CompositorPassClearDef*>
(targetDef->addPass(Ogre::PASS_CUSTOM, MyGUI::OgreCompositorPassProvider::mPassId));
}
}
}
Ogre::CompositorWorkspaceDef *workDef = pCompositorManager->addWorkspaceDefinition(workspaceName);
workDef->connectOutput(nodeDef->getName(), 0);
return pCompositorManager->addWorkspace(mSceneManager, mRenderWindow, mCamera, workspaceNameHash, true);
