James Turner wrote:
> On 20 Oct 2008, at 10:18, Melchior FRANZ wrote:
> 
>> AFAIK that's not an option ATM. osgWidget is very new and was
>> committed only a few weeks ago. It still only offers basic
>> widgets, like plain buttons, text, menu, (tabbed) dialogs.
>> Buttons are only colored rectangles, with no "3D" appearance
>> etc. I haven't seen anything "advanced" like comboboxes, list
>> widgets, checkboxes etc. I think it will take another few
>> months until we can seriously consider switching. But then a
>> migration might not even be that much work.
> 
> I knew it was 'new', didn't realise it was quite that basic.  
> Definitely best to wait until it matures some more. As you say, once  
> it provides all (or nearly all) of the required widgets then hopefully  
> migration will not be too difficult.
> 
> I also realised there are probably some other pieces of the code that  
> still rely on sg or ssg types or functions, I guess Tim has more of an  
PUI, the plib widget code, doesn't use the plib sg or ssg graphics stuff, 
except 
for a couple of type definitions. It would be a fine plan to suck PUI into 
FlightGear and make it play nicely with OSG. I don't propose to replace all the 
OpenGL code with OSG constructs, but using and setting the OSG state in a 
predictable way would eliminate the need for hacks and would make the GUI 
usable 
on more than one screen.

I think osgWidget will take a while to mature. AFIAK things we take for granted 
like text field entry don't work at all; it's hard to get that kind of thing 
right.

Tim

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