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guiDynamicTexture (GuiTextureCanvas) revisited


Azaezel
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okay this has me stumped, i copied all files that were changed into my code. the only file presenting a problem is guiCanvas.cpp


says cannot convert from const S32 to GuiControl


something must have been changed in gui canvas, im going to check the history of the file and see what changed

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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

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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

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http://i.imgur.com/VMEIOlW.png


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

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%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?

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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.

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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.

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  • 3 years later...

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