I've updated my info link at http://lotsofexpression.blogspot.com/2014/11/getting-started-with-ogre-experience.html for this bit of info but I wanted to reiterate a share of information that could potentially be of aid.
If doing a Ogre build and cegui build using cmake, for some odd reason the cegui build doesn't include in source headers a reference to the Ogre/Texture.h header file automatically as an inclusion when compiling your Ogre project. Normally this wouldn't be so much of a problem if you weren't referencing Cegui::OgreTexture class, but if you do, this may lead, if you are trying to static_cast to an incomplete type or forward declaration issue. Meaning the compiler, I would assume sort of sees a reference to OgreTexture but doesn't have enough complete information that weren't dependent upon incomplete inferred sources. Thus
in your projects header file seems to resolve this issue.
Mostly you'd do this if you want to render any Ogre textures into CEGUI where, for instance, a gui widget could render in turn these textures.
If doing a Ogre build and cegui build using cmake, for some odd reason the cegui build doesn't include in source headers a reference to the Ogre/Texture.h header file automatically as an inclusion when compiling your Ogre project. Normally this wouldn't be so much of a problem if you weren't referencing Cegui::OgreTexture class, but if you do, this may lead, if you are trying to static_cast to an incomplete type or forward declaration issue. Meaning the compiler, I would assume sort of sees a reference to OgreTexture but doesn't have enough complete information that weren't dependent upon incomplete inferred sources. Thus
#include <CEGUI/RendererModules/Ogre/Texture.h>
in your projects header file seems to resolve this issue.
Mostly you'd do this if you want to render any Ogre textures into CEGUI where, for instance, a gui widget could render in turn these textures.
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