### guiDynamicTexture (GuiTextureCanvas) revisited

Scripts and codes that enhances or changes the GUI in the engine.

#### Re: guiDynamicTexture (GuiTextureCanvas) revisited

Azaezel
Posts: 409
Joined: Tue Feb 03, 2015 9:50 pm

updated the fork to the latest, seems to work this end: https://www.youtube.com/watch?v=QW-I6_L ... e=youtu.be

#### Re: guiDynamicTexture (GuiTextureCanvas) revisited

marauder2k9
Posts: 162
Joined: Wed Feb 18, 2015 7:36 am
i really have no clue as to what else would be relevant.

running dx9, urs even renders better than mine does, in both the example object and my own screen test mesh the background has a weird what looks like clipping effect, where as your background is clean, ill re-download ur example file and see if it works and post screens of what i mean

#### Re: guiDynamicTexture (GuiTextureCanvas) revisited

marauder2k9
Posts: 162
Joined: Wed Feb 18, 2015 7:36 am

this is what i mean, its almost like its clipping to the top left corner of the mesh and then centering the actual gui elements within the gui parent.

But i think i may know whats wrong i still have the include of dx9 in guiTextureCanvas.h im gonna remove that and see what happens

removing the dx9 include didnt work and neither did changing to a dx11 device

#### Re: guiDynamicTexture (GuiTextureCanvas) revisited

Azaezel
Posts: 409
Joined: Tue Feb 03, 2015 9:50 pm

Code: Select all

%guiContent = new GuiControl(TestGui) {//... horizSizing = "right"; vertSizing = "bottom"; 
our production end's got

Code: Select all

 new GuiControl(upgradeGUI) { position = "0 2"; extent = "1024 768"; minExtent = "8 2"; horizSizing = "relative"; vertSizing = "relative"; 
and

Code: Select all

%guiContent = new GuiControl(MapGUI) { position = "0 0"; extent = "1024 768"; minExtent = "8 2"; horizSizing = "relative"; vertSizing = "relative"; 

as a couple examples. Might try that, maybe?

#### Re: guiDynamicTexture (GuiTextureCanvas) revisited

marauder2k9
Posts: 162
Joined: Wed Feb 18, 2015 7:36 am
tried those, made it look better but still didnt work, i downloaded ur fork and just built it and it works perfectly, i just dont understand why it doesnt work in my own build

#### Re: guiDynamicTexture (GuiTextureCanvas) revisited

JeffR
Steering Committee
Posts: 840
Joined: Tue Feb 03, 2015 9:49 pm

If you have a working fork to compare to, could always try grabbing something like WinMerge and doing a comparison between your files and the working fork to spot the differences.

Usually it's just one missed bit causing havok.

#### Re: guiDynamicTexture (GuiTextureCanvas) revisited

marauder2k9
Posts: 162
Joined: Wed Feb 18, 2015 7:36 am
Thanks Jeff I'll try that and see what happens, I have changed a few things in my own code that are sort of necessary for my games, mainly vehicle and weapon code didn't really change any gui or material code least I don't think I did lol I can't remember, if there's any files different I'll report back just in case anyone has a similar problem.

#### Re: guiDynamicTexture (GuiTextureCanvas) revisited

marauder2k9
Posts: 162
Joined: Wed Feb 18, 2015 7:36 am
after running it through winmerge, all the differences i could find were to do with whitespace, im still looking but alot of files are showing a difference im sure theres a difference in there somewhere

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