First of all, thanks a ton for the feedback! :) Keep reading below...
On Fri, 2007-12-14 at 10:32 +0000, David Spilling wrote: > 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 7.1 out of the box; I had to replace them all with "!", && etc This is pretty frustrating, because I'm about 99% sure these are acceptable C++ keywords. They look about a thousand times better in the code, but if Windows won't support them I'll drop their usage. I build with both GCC and ICC (Intel's compiler), all warnings turned on, and neither of them have ever complained about this... > 2) uint isn't recognised either; I replaced it with unsigned int Whoops, I knew this but it looks like I left out 2 instances. :( > 3) std::sort wants #include <algorithm> Fixed. > 4) I need to link to osgText, osgDB and osgGA to build; these aren't > in any of the project files Fixed. > 5) osgHUD::UIObjectParent<osgHUD::Widget>::getByName is reported as > being recursive, similar with osgHUD::Widget::getWindowManager Hmm, weird. I've introduced an alternative implementation. It's necessary to have const and non const version of these functions though, and I really don't want to have the exact same code copy/pasted. > 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. Fixed (but using OSG_EXPORT instead). The WIN32_LEAN_AND_MEAN thing may appear somewhere else in OSG, I'm not sure... > 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, Yes, very much. :) Can you try the new version I've put up with your changes (0.1.2) and let me know if it compiles on Windows okay without you having to modify too much? If I missed anything, let me know... > 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 > > [email protected] > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

