Azaezel Posted March 21, 2017 Author Share Posted March 21, 2017 Just to make sure I'm not going batshit here, did the sample https://github.com/Azaezel/Torque3D/commit/1eb96f887b36e31e062ecb0bcd91df6ef848d6dc#diff-45a9650f89c11db2acf3ba2cd8eee690R1 function, ors that acting up your end as well? Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted March 21, 2017 Share Posted March 21, 2017 the example object and scrip doesnt interact at all, but heres the weird thing, when i clone ur github repo and build it, it all works but looks really funky, making the changes in 3.10rc2 it doesnt update the gui http://i.imgur.com/NmQ1BFT.png Quote Link to comment Share on other sites More sharing options...
Azaezel Posted March 21, 2017 Author Share Posted March 21, 2017 OK, will try and dig on that some time this week. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted March 21, 2017 Share Posted March 21, 2017 okay this has me stumped, i copied all files that were changed into my code. the only file presenting a problem is guiCanvas.cppsays cannot convert from const S32 to GuiControlsomething must have been changed in gui canvas, im going to check the history of the file and see what changed Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted March 21, 2017 Share Posted March 21, 2017 okay changed DefineConsoleMethod( GuiCanvas, popDialog, void, (GuiControl * gui), (NULL), "(GuiControl ctrl=NULL)" to DefineConsoleMethod( GuiCanvas, popDialog, void, (GuiControl * gui), (nullAsType<GuiControl*>()), "(GuiControl ctrl=NULL)" builds now, but still no update to the gui Quote Link to comment Share on other sites More sharing options...
Azaezel Posted March 21, 2017 Author Share Posted March 21, 2017 updated the fork to the latest, seems to work this end: got any additional info? Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted March 21, 2017 Share Posted March 21, 2017 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 Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted March 21, 2017 Share Posted March 21, 2017 http://i.imgur.com/VMEIOlW.pngthis 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 happensremoving the dx9 include didnt work and neither did changing to a dx11 device Quote Link to comment Share on other sites More sharing options...
Azaezel Posted March 21, 2017 Author Share Posted March 21, 2017 %guiContent = new GuiControl(TestGui) {//... horizSizing = "right"; vertSizing = "bottom"; http://i.imgur.com/NmQ1BFT.png our production end's got new GuiControl(upgradeGUI) { position = "0 2"; extent = "1024 768"; minExtent = "8 2"; horizSizing = "relative"; vertSizing = "relative"; and %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? Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted March 21, 2017 Share Posted March 21, 2017 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 Quote Link to comment Share on other sites More sharing options...
JeffR Posted March 22, 2017 Share Posted March 22, 2017 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. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted March 22, 2017 Share Posted March 22, 2017 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. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted March 24, 2017 Share Posted March 24, 2017 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 Quote Link to comment Share on other sites More sharing options...
ohmtal Posted March 10, 2021 Share Posted March 10, 2021 Works great :D ty Azaezel for the branch. Quote Link to comment Share on other sites More sharing options...
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