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 > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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