Hey, I about have all of it! The last two things I am trying to work out are the: Producer::KeyboardMouse::positionPointer( float x, float y )
and Producer::KeyboardMouse::computePixelCoords(mouseX, mouseY, renderSurface, pixelX, pixelY) for computePixelCoords, should I just find the width and height of the window, and then do pixelX = (width*0.5)*(mouseX+1.0); pixelY = (height*0.5)*(mouseY+1.0); // maybe flipped? I imagine this has to be somewhere. As for the positionPointer thing, I am turning the cursor off and just keeping the mouse pointer in the screen and measuring how much it moved since last frame (for a game). Perhaps someone knows of a better way to do this? Thanks much -- Rick On Tue, Jun 17, 2008 at 7:12 PM, Rick Pingry <[EMAIL PROTECTED]> wrote: > Thanks guys, > > that is just what I did. > > Now I am looking for the equivilent of > > Producer::KeyboardMouse::positionPointer( float x, float y ) > Any way to set the mouse position like this? > Thanks Again, > -- Rick > > On Tue, Jun 17, 2008 at 1:08 PM, Jean-Sébastien Guay < > [EMAIL PROTECTED]> wrote: > >> Hello Rick, >> >> I noticed that there is: >>> osgViewer::Viewer->getCamera()->setPostDrawCallback() >>> but there is only one (implied by a set* rather than add*). Any way to >>> have multiple ones? >>> >> >> You could create a CompositeDrawCallback class, which would be an >> osg::Camera::DrawCallback, would have a vector osg >> osg::Camera::DrawCallbacks, and in its operator() would call the callbacks' >> operator() methods one by one. >> >> I know that there are probably new ways to do all of this stuff, add >>> HUD's, new ways to handle the keyboard and mouse and everything else. I am >>> just trying to refactor what I have rather than re-writing the whole darn >>> thing. >>> >> >> That's perfectly normal. Just be prepared to look around (generating the >> doxygen from the source is a great tool - it's unfortunately not up to date >> on the OSG web site). >> >> As a side note, you can also do a HUD with a post-draw camera added as a >> child to your main camera - so you could have multiple post-draw cameras as >> children of the main camera. That would probably scale better than post-draw >> callbacks. See the osghud example. >> >> Hope this helps, >> >> J-S >> -- >> ______________________________________________________ >> Jean-Sebastien Guay [EMAIL PROTECTED] >> http://www.cm-labs.com/ >> http://whitestar02.webhop.org/ >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > >> Rick > Check us out at http://fringe-online.com/ > -- >> Rick Check us out at http://fringe-online.com/
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