My application uses FLTK 1.1, but I'm about to try 1.3 as it has some
improvements I've been waiting for. Integration is pretty easy, especially
on Linux. Windows and OSX have some additional rules (only draw FLTK windows
in main thread; OSG can use other threads) but it's not too bad.

Eric

On Tue, Nov 23, 2010 at 11:52 AM, Jeremy Moles <jer...@emperorlinux.com>wrote:

> On Mon, 2010-11-22 at 18:31 +0100, Anders Backman wrote:
> > Old as,... I don't know. But this question pops up now and then.
>
> This will hopefully--eventually--be solved by osgWidget/osgWidget(2).
> Unfortunately, right in the middle of my passionate development I had
> some serious medical issues, and as I recover I spend the majority of my
> free coding time doing various, small paid OSG projects.
>
> I haven't forgot about this huge gap in OSG, and I really want to tackle
> it as soon as I can. In the meantime, you could adapt current osgWidget,
> or perhaps someone else will have advice.
>
> At any rate, some of the components necessary to REALLY make an
> incredible GUI toolkit (vector drawing and good text layout support,
> osgCairo/osgPango) are really coming along. :)
>
> > Assume you need a OpenGL based SDK, lean (in terms of dependencies)
> > gui, for In-graphics GUI, multiplatform.
> > With basic support for sliders, buttons, text, windows.
> >
> >
> > What do people use?
> > Is it QT for everything (with their OpenGL based widgets), is it FLTK?
> > wxWidgets? Seems that most of the small, OpenGL based stuff are mostly
> > stalled in development.
> > Some are integrating Java (JOGL)...
> >
> >
> > Really curious to see what people use, perhaps there are some new
> > interesting stuff out there?
> >
> > --
> >
> >
> > _______________________________________________
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> > osg-users@lists.openscenegraph.org
> >
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>
>
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