Hi,
I moved the Overlay system to its own component the only problem is i just can test it under Windows / Android and have to push it so i can test/fix it on OSX/iOS just wanted to ask if this ok?
Moved Overlaysystem into its own component
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Re: Moved Overlaysystem into its own component
If you don't expect any particular problems, I suppose so.
But you can always create a fork on Bitbucket and push to the fork, if you are in doubt
But you can always create a fork on Bitbucket and push to the fork, if you are in doubt

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Re: Moved Overlaysystem into its own component
So i pushed and tested it on Windows (DX9 / OGL), Android (Acer E320) and OSX.
Everything works like before but on OSX i just got working the 32 bit version the 64 bit version has crashed (but that has nothing todo with my changes).
So whats left is NACL, WinRT and iOS...i have to say we support many platforms
[edit] Also tested static build on windows and with profiler enabled/disabled
Everything works like before but on OSX i just got working the 32 bit version the 64 bit version has crashed (but that has nothing todo with my changes).
So whats left is NACL, WinRT and iOS...i have to say we support many platforms

[edit] Also tested static build on windows and with profiler enabled/disabled
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- Gremlin
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Re: Moved Overlaysystem into its own component
So I updated to the latest Ogre v1-9 branch, and now I'm crashing because OverlayManager::getSingletonPtr() returns NULL. Is there something I need to add to make sure the OverlayManager gets created?
[edit] Ah, I just noticed OverlaySystem.h... nevermind...
[edit] Ah, I just noticed OverlaySystem.h... nevermind...
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- Goblin
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Re: Moved Overlaysystem into its own component
For me the cmake files are not really working.
Building the sample browser is fine, but using the sdk from my own code is not, because the Overlay files are in a folder called OgreOverlay. The library is found, but the include dir is not.
Another issue I found, is that from my code, where I used to include the OgreOverlayManager.h, it now gives a compilation error because it does not know OverlayContainer. Should the OgreOveralyManager include the OverlayContainer? or do I misunderstand what I should include from my code?
Finally, since my update of Ogre, my overlay was not showing any more. Found out I need to do sceneManager->addRenderQueueListener(overlaySystem) to get it working.
Building the sample browser is fine, but using the sdk from my own code is not, because the Overlay files are in a folder called OgreOverlay. The library is found, but the include dir is not.
Another issue I found, is that from my code, where I used to include the OgreOverlayManager.h, it now gives a compilation error because it does not know OverlayContainer. Should the OgreOveralyManager include the OverlayContainer? or do I misunderstand what I should include from my code?
Finally, since my update of Ogre, my overlay was not showing any more. Found out I need to do sceneManager->addRenderQueueListener(overlaySystem) to get it working.