Jeremy,

I am very keen on experimenting with your HUD. However, as a Windows/VisC++
7.1 user, I have a lot of difficulty with the code. I'm not a cross-platform
expert, so I have difficulty in knowing how to simultaneously specify a
windows and linux acceptable build. I can submit my stuff to you, but don't
know how useful it will be. I did the following:

Minor points:
1) Constructions like "not" "and" and "or" aren't recognised by MS
.NET 7.1out of the box; I had to replace them all with "!", && etc.
2) uint isn't recognised either; I replaced it with unsigned int
3) std::sort wants #include <algorithm>
4) I need to link to osgText, osgDB and osgGA to build; these aren't in any
of the project files
5) osgHUD::UIObjectParent<osgHUD::Widget>::getByName is reported as being
recursive, similar with osgHUD::Widget::getWindowManager

Major points:

I added the usual windows exports header file, something like this:

#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>

#ifdef osgHUD_EXPORTS
#define HUD_API __declspec(dllexport)
#else
#define HUD_API __declspec(dllimport)
#endif

and then declare every DLL exported class, and things like
createOrthoCamera(), with HUD_API.

This all then works OK, and all the exes run just fine.

I haven't managed to review the code yet. We have an in-house HUD system
which I would like to lever on to yours for future use; this may throw up
some design issues when I do it (although it won't be for a while)...

Hope that helps,

David







On 13/12/2007, Jeremy Moles <[EMAIL PROTECTED]> wrote:
>
> By the way: this also includes comments like, "OMG THIS SUCKS LOL", if
> you're that kind of person... :)
>
> Not just positive feedback, so to speak.
>
> On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote:
> > Just wanted to give another heads up on the state of development and
> > perhaps solicit some more feedback (which has been very small so far,
> > seeing as there isn't much code yet--only about 2100 lines). There is an
> > SVN tag of 0.1.1, and a new tarball in the downloads section.
> >
> > http://code.google.com/p/osghud/downloads/list
> >
> > All the normal stuff applies (seriously alpha, blah, blah), but I'm
> > interested in getting opinions and perhaps having people catch any bad
> > design decisions I'm making before it's too late.
> >
> > The biggest differences in this from the version from last week is a
> > great deal of code simplification and the addition of a small skeleton
> > for a "table-like" layout (osgHUD::Table).
> >
> > In the next 0.1.2 testing release I'm aiming to add support for basic
> > texturing. However, it's an issue I need to approach carefully, because
> > it can really start to go wrong here. :)
> >
> > Remember to set OSG_WINDOW before running the examples.
> >
> >       # OSG_WINDOW="0 0 1280 1024" osghudtable
> >
> > ...or else you'll need to modify the examples to use your fullscreen
> > resolution in the 2D ortho camera for picking, moving, etc. to work as
> > you might expect.
> >
> > Don't let the simple examples fool you! :) They (ideally) demonstrate
> > the important stuff, even if they're horribly ugly at the moment.
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
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