I don't want to dive into a huge discussion over this issue,

I just think that even that one can get the result wanted in many ways,
it is more comprehend to have similar conceptual functionality under
similar if not the same APIs, and not scatter around many APIs/Toolkits.

But I agree that the differences you mentioned about the implementation
and performance of 3D/2D cursors are heavy weighted and therefore not
merge to the same API (at least for the time being).

Anyway, I'll peek at Present3D to get ideas. :-)

 

Thanks,

 Guy.

 

________________________________

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Tuesday, April 15, 2008 9:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using Custom Mouse Cursor

 

Hi Guy,

On Tue, Apr 15, 2008 at 5:04 PM, Guy <[EMAIL PROTECTED]> wrote:

 I have no suggestion to solve the problem, but if the functionality to
set the default cursor will be added, it should support a 3D cursor too.

That means, hiding the operating system cursor and moving 3D object on
the screen space according to the mouse 


I've implemented a disabling of the desktop cursor replacing it with 3D
cursor (a textured quad) in Present3D, its not the neatest code in the
world but it functions.  

3D Cursors require quite a different type of coding than desktop cursors
- they require objects to be placed in the scene graph and updated with
the appropriate depth, and they also are subject to the frame rate of
the client app, so if you app is only rendering at 30Hz or less the
delay in the cursor is rather noticable, its not as responsive as a
desktop cursor that I believe is typically implemented in hardware.

Given these differences I'd suggest that a 3D cursor should have a
different API to support it.  It might be a suitable candidate for
osgWidget, although perhaps elsewhere would be fine too.

Robert.



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