Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

SDL & OGRE == !CEGUI ???

Sign in to follow this  


I've decided that for Asylum, we'll be using SDL to manage input. The interesting thing about this decision is the Win32 hack needed to make SDL and OGRE play nice. What's got me curious, however, is if it's possible to use SDL for doing 2D graphics as an overlay above OGRE's renderings. If so, then I can avoid using CEGUI for the user interface.

As for that user interface, I'm thinking that going with a clipboard, one of those old medical chart ones, as a motif. Or maybe a flip-open (wire-ring) notebook. Have the different UI panels on pages, maybe even have the UI animated to flip through them!

Prototype 2 is taking a lot slower than I had anticipated. I want to get it working before going onto actual development. Some of what I want to do is pretty easy (adding the single-instance mutex, rudimentary input in-game), but getting the OGRE configuration files eliminated, and allowing resource overrides, and filesystem related work will be painful. It'd be awesome if OGRE actually had a nice VFS system; doing my own and integrating it with the resource system that OGRE uses isn't going to be much fun.

Another thing I've done while working on prototype 2 is an automated system for building, preparing an installer, and making a CD image. It's incomplete, but I'm hoping to get it all working nicely soon. Then I'll move it to Perl, makefile, or shell script (it's a set of batch files that call each other right now).
Sign in to follow this  


Recommended Comments

I've heard that you have to translate an SDL Surface to an OpenGL surface if you're planning on outputting it in OpenGL context. I think Bios's hxRender has the function to do it.

Share this comment

Link to comment
What about on DirectX, though? OGL doesn't give the nice reflective surfaces that DirectX does. It can do the shinies, but actual mirror-like reflection I have yet to see.

Share this comment

Link to comment
Reflection has nothing to do with your API, Chris.
...that's up to the user to implement. OpenGL can do everything DirectX can.

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!