On 30 Jul 2012, at 13:31, Thomas Geymayer wrote:
I have now pushed some updates to my branch. It is now possible to
create windows (texture rectangles) with just using the property tree
and place a canvas texture onto it.
Mouse events are passed to the active window (=the window the cursor
There's several situations where the same random seed is needed in
multicomputer setups, this being one such case. Perhaps there should be a
central session seed value shared across same session machines, perhaps with
the option to specifically indicate one of the machines as master? For stuff
No objections but an idea: how about adding a little randomness to the
cloud cover and visibility?
Good idea, but I'm not surely exactly how to go about it while retaining
some element of determinism. I'm worried about multi-computer systems,
or two users at the same airport in the MP
Am 2012-07-31 10:00, schrieb James Turner:
Currently I'm copying all values to the property tree. The following
properties are set on the canvas of the active window:
mouse/x
mouse/y
mouse/dx
mouse/dy
mouse/button
mouse/state
mouse/mod
mouse/scroll
mouse/event
I don't know if it
Am 2012-07-31 10:00, schrieb James Turner:
Have either of you thought about implementing the menubar? Which in PUI is a
series of popup-windows, just wondering if the 'window manager' needs to be
aware of such windows in terms of z-ordering.
If you open a window it will be placed on top of
On 31 Jul 2012, at 15:50, Thomas Geymayer wrote:
Maybe we should create different categories/priorities (just a numeric
value) of windows where one window can only raise to the top inside a
category.
Right, that's a pretty standard system in window ordering.
The more I think about it
Am 2012-07-31 18:49, schrieb James Turner:
I was assuming I'd create a Nasal ghost for Canvas::Element, and another for
osgGA::Event, or a Canvas::Event if we need an explicit class. Then we need
some global Nasal C functions to map from a Canvas property node to the Nasal
ghost (i.e
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