Re: [CsMain] How do you switch CEGUI layouts?

2007-12-19 Thread nev7n
Hi Patrick,
this is the code I use to change cegui layouts:
  winMgr-destroyAllWindows();

  // Load layout and set as root
  cegui-GetSystemPtr()-setGUISheet(winMgr-loadWindowLayout( 
menu.layout));

Hope that helps.
nev7n.

Patrick Ye wrote:
 Hi guys,

 I have a question about using the CEGUI plugin and it's driving me a
 bit crazy. Basically, I want to have multiple GUIs for my program: one
 for the main interface, one for the settings interface and one for the
 game interface. So, I'd like to specify them in separate .layout xml
 files and switch them on the fly.

 I created the layout files and they seem to work fine just by themselves.

 However, when I tried to switch them, I'd get a segmentation fault.

 Basically, I'm using the function winMgr.loadWindowLayout(layout) to
 change the layouts (layout in the function is the vfs name of the
 layout file). It seems that I can only call the
 winMgr.loadWindowLayout(layout) function once, and if I call it again
 I will get a segfault.

 I cannot seem to find any examples on the internet for what I want to
 do, but surely pros like you guys would have done something like this.
 :)

 Any suggestions would be greatly appreciated.

 Thanks a lot.

 Patrick

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Re: [CsMain] How do you switch CEGUI layouts?

2007-12-19 Thread Patrick Ye
Hi nev7n,

On Dec 19, 2007 8:41 PM, nev7n [EMAIL PROTECTED] wrote:
 Hi Patrick,
 this is the code I use to change cegui layouts:
   winMgr-destroyAllWindows();

   // Load layout and set as root
   cegui-GetSystemPtr()-setGUISheet(winMgr-loadWindowLayout(
 menu.layout));

Thanks for that, I figured this out a few days ago. This is
practically the same as destroying the root window, which is what I'm
doing now. But I like your approach better.

Thanks a lot.

Patrick

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Re: [CsMain] Build error on Ubuntu7.10 - g++ 4.1

2007-12-19 Thread Tim Shannon
Thanks, just one more question.  Should I grab the svn for CEL as well?  
Will there be any dependency issues if I don't?

thanks for your help,


Eric Sunshine wrote:
 This problem should be resolved by r28306 and r28307 in the SVN trunk.

 http://trac.crystalspace3d.org/trac/CS/changeset/28306

 If you can't upgrade to the trunk for some reason, then a work-around is 
 presented in the related ticket:

 http://trac.crystalspace3d.org/trac/CS/ticket/355

 -- ES


 Tim Shannon wrote:
   
 I'm getting the error below when trying to build on Ubuntu 7.10.  I 
 found online that this may be due to the fact the g++ 4.1, and building 
 with g++ 4.2 solves this.  I believe the exact code in issue has to do 
 with the cal3d library (one which I definitely want to use).  I've run 
 sudo aptitude install g++-4.2 to install the new version of g++, but I'm 
 still getting the error.  Am I missing something, or have I been chasing 
 down the wrong hole?

 /usr/bin/ld: sprcal3d.so: hidden symbol `std::basic_stringchar, 
 std::char_traitschar, std::allocatorchar ::c_str() const' isn't defined
 /usr/bin/ld: final link failed: Nonrepresentable section on output
 collect2: ld returned 1 exit status
 

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Re: [CsMain] Including the cegui python binding for the debian/ubuntu packages?

2007-12-19 Thread Pablo Martin
Hi, i believe the version in b2cs server has these,

http://b2cs.delcorp.org/index.php/Debian_Packages

it is very dated though (nothing for feisty or gutsy), new packages are
in development and will hopefully soon (1-2 weeks) be ready.

still, you can use the sources for the deb files to roll your own for
the moment (for the cegui and pycegui stuff).

 Pablo


Patrick Ye escribió:
 Hi guys,

 The current ubuntu package for crystal space contains the python
 bindings for crystal space, i.e. cspace.py and _cspace.so, but it does
 not contain the crystal space python bindings to cegui, i.e.
 pycscegui.py and _pycscegui.so .

 Since it is rather common for games to have guis in them, the lack of
 the cegui python bindings makes it rather difficult to write games
 using the python bindings.

 So, would it be possible for you guys in charge of making these
 packages to actually include the CS cegui python bindings as part of
 the distribution as well.

 Thanks a lot!

 Patrick

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Re: [CsMain] Build error on Ubuntu7.10 - g++ 4.1

2007-12-19 Thread Eric Sunshine
Generally, it is a good idea to use matching CS and CEL. Simplest is to 
upgrade to the head of the CS and CEL trunks from SVN.

-- ES


Tim Shannon wrote:
 Thanks, just one more question.  Should I grab the svn for CEL as well?  
 Will there be any dependency issues if I don't?
 
 thanks for your help,
 
 
 Eric Sunshine wrote:
 This problem should be resolved by r28306 and r28307 in the SVN trunk.

 http://trac.crystalspace3d.org/trac/CS/changeset/28306

 If you can't upgrade to the trunk for some reason, then a work-around is 
 presented in the related ticket:

 http://trac.crystalspace3d.org/trac/CS/ticket/355

 -- ES


 Tim Shannon wrote:
   
 I'm getting the error below when trying to build on Ubuntu 7.10.  I 
 found online that this may be due to the fact the g++ 4.1, and building 
 with g++ 4.2 solves this.  I believe the exact code in issue has to do 
 with the cal3d library (one which I definitely want to use).  I've run 
 sudo aptitude install g++-4.2 to install the new version of g++, but I'm 
 still getting the error.  Am I missing something, or have I been chasing 
 down the wrong hole?

 /usr/bin/ld: sprcal3d.so: hidden symbol `std::basic_stringchar, 
 std::char_traitschar, std::allocatorchar ::c_str() const' isn't defined
 /usr/bin/ld: final link failed: Nonrepresentable section on output
 collect2: ld returned 1 exit status

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Re: [CsMain] trouble running cel apps on OSX - VFS problems?

2007-12-19 Thread Eric Sunshine
caspar wrote:
 Yes, I had CrystalSpaceRoot value set as per manual.
 Just got the latest revisions and error messages change slightly.  
 Celstart continues to fail with error message that it could not load  
 plugin 'cel.physicallayer'. And as before hovertest, celtst  walktut  
 all run when double-clicking from the finder but fail when launched  
 from the command line.

I haven't looked at the code lately, but it might be the case that when 
run from the command-line, the CRYSTAL environment variable takes 
precedence over CrystalSpaceRoot, so if you have different values for 
the two, that might manifest as a problem. Also, I suppose it's possible 
that the current implementation treats CRYSTAL and CrystalSpaceRoot 
differently (which probably would be considered a bug).

 For example, running walktut
 % ./walktut
 crystalspace.pluginmgr.loadplugin:
   could not load plugin 'cel.physicallayer'
 cel.initializer:
   Couldn't find vfs.cfg!
 Bus error

It might be instructive to add the --verbose option to the command-line 
invocation in order to find out where it is searching for vfs.cfg and 
for the plugins. Also, there might be a difference between running it as 
./walktest and the form documented in the manual, 
./walktest.app/Content/MacOS/walktest.

 Interestingly, after i had run jam I launched the celstart.app  
 directly in the build directory i WAS able to launch and run  
 physicsdemo.celzip. In this case all the plugins / bundles are in the  
 same directory, so I think I has to be some problem with where it  
 thinks the various files are located.

Very likely. Path handling / interpretation has changed a number of 
times in the past, and the Mac port may not have been updated to match 
how it is done now on the other platforms.

-- ES


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Re: [CsMain] about Genjixs post : Re: second uv set for normalmaps

2007-12-19 Thread infinity
I see, if you name the uv set in blender it will make the buffers with the
same name, thanks.

Here is an example for it if anyone wants to use the method, just name the
normal map's UV set other and use the following

http://fadedearth.infinityanalog.com/project_tools/specular2uv.rar



- Original Message -
From: Pablo Martin [EMAIL PROTECTED]
To: CS developers and users list crystal-main@lists.sourceforge.net
Sent: Wednesday, December 19, 2007 6:05 AM
Subject: Re: [CsMain] about Genjixs post : Re: second uv set for normalmaps


 infinity escribió:
  What script did Genjix use to export the second UV?
 

 not sure genjix used it, but b2cs can export a second (and more) uv set.
 (as of svn version)

 greetings

  Pablo

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Re: [CsMain] Including the cegui python binding for the debian/ubuntu packages?

2007-12-19 Thread Patrick Ye
Hi Pablo,

 Hi, i believe the version in b2cs server has these,

Thanks a lot for that, I will check it out!

Patrick

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