Here's the thing. FlightGear uses a gui widget set that is implemented on
top of OpenGL. This has many advantages from a portability standpoint and
from the standpoint of integrating with window systems. "Pui" doesn't have
every feature under the sun, but it was never meant to. It's relatively
small, lean, mean, and written on top of OpenGL which makes life *much*
easier for us.
This is an area where simply writing an email with why the whole thing
"sucks" is completely worthless. If you know something about gui systems,
something about portability of code across all our supported platforms, and
something about flightgear. Then post a proposal for a change. Better yet,
post patches with a new gui system that doesn't suck, runs efficiently,
supports all platforms, integrates cleanly with FlightGear, doesn't add a
nightmare of new library dependencies, isn't chock full of bugs, does
everything the current system does, and does everything you think a gui
system should do, etc. etc.
Regards,
Curt.
On Fri, Jan 29, 2010 at 3:44 AM, Stefan Seifert wrote:
> On Friday 29 January 2010 10:27:24 Erik Hofman wrote:
>
> > Like your comments indeed.
> > If it really sucked then others would have complained already, and most
> > likely it would have been fixed by now.
>
> Please don't take offense by his offensive choice of words and do not
> dismiss
> his valid points because of that: compared with what I'm used to on my KDE
> desktop the widgets in FlightGear really are very basic and I've
> experienced
> the same frustration as Pete did.
>
> If it were possible to switch to Qt for widgets that would be a massive
> improvement in my eyes. We would go from "most basics work" to "top of the
> line".
>
> The question is: is it even possible to use Qt widgets in a GL application?
> The next one most probably: would there be any drawbacks?
>
> Stefan
>
>
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--
Curtis Olson: http://baron.flightgear.org/~curt/
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