- ✔️ Geometry
- ✔️ Textures
- ✔️ Scissor region
- ✔️ Clip mask
- ✔️ Transforms
- ✔️ Layers
- ✔️ Render textures
- ✔️ Mask images
- ✔️ Filters
- ✔️ Shaders
- OpenGL 3
- Vulkan
- DirectX 11
See the example folder, these are the main steps:
-
Add to your OGRE
resources.cfg:@RMLOGRE_MEDIA/DIR@/scripts/materials/Rml@RMLOGRE_MEDIA/DIR@/scripts/materials/Rml/GLSL@RMLOGRE_MEDIA/DIR@/scripts/materials/Rml/HLSL@RMLOGRE_MEDIA/DIR@/scripts/compositors/Rml
-
Add
FileSystem=.as a resource path in order for relative path documents to load images correctly. -
Add
FileSystem=/as a resource path in order for absolute path documents to load images correctly. -
Add a compositor pass provider that provides (see
MyCompositorPassProviderinexample/src/main.cpp):nimble::RmlOgre::CompositorPassGeometry, idrml/geometrynimble::RmlOgre::CompositorPassRenderQuad, idrml/render_quad
-
Render your scene to a texture.
-
Create an instance of
nimble::RmlOgre::RenderInterfacewith your window texture (outputparameter) and scene texture (backgroundparameter). -
Pass your render interface to a
Rml::CreateContextcall as normal. -
Call
nimble::RmlOgre::RenderInterface::BeginFramebeforeRml::Context::Render. -
Call
nimble::RmlOgre::RenderInterface::EndFrameafterRml::Context::Render.