On Fri, 2008-10-10 at 19:04 +0200, Christian Heine wrote: > Hi Jeremy, > > thanks for your fast reply. > > > You shouldn't have to manually set the texture coordinates like that if > > you don't want; you could use ->setImage("...", true) with the right Y > > setting in the WindowManager and it should behave how you want. Either > > way is fine, though. :) > > Yes i know, this was just implemented while i got no label texture > working. ;o) > > > I don't think there's a bug. Try calling: > > > > left->setColor(1.0f, 1.0f, 1.0f, 1.0f); > > Damn stupid! I was blink by testing! This was my fault. Thanks for the > hint. You prevent me from sleepless nights ;o)
No problem. Don't hesitate to contact me on AIM or Googletalk (cubicool) if you (or anyone else) needs real-time help. It's the only way I'm going to make osgWidget better! > Best regards, > Christian > > > > > Jeremy Moles wrote: > > On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote: > >> Hi folks, > >> > >> I'm actually integrate osgWidget as GUI library in our engine. I know > >> it's beta status, but it's pure OSG and we think a better solution > >> than other third libraries like CEGUI. > >> > >> My first test are working well. Now i try to extend simple things, > >> i.e. add a mechanism to set textures for the widgets. I got the > >> problem that i couldn't define a texture for a Label, which is an > >> extension of the main widget class. > >> > >> This code snippet works well on a osgWidget::Widget: > >> > >> osgWidget::Widget* left = new osgWidget::Widget("left"); > >> left->addSize(300.0f, 42.0f); > >> left->setImage ("gfx/tga/bar.tga", false); > >> left->setCanFill(true); > >> left->setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT); > >> left->setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT); > >> left->setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT); > >> left->setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT); > >> m_container->addWidget(left); > > > > You shouldn't have to manually set the texture coordinates like that if > > you don't want; you could use ->setImage("...", true) with the right Y > > setting in the WindowManager and it should behave how you want. Either > > way is fine, though. :) > > > >> But when i change the initialization to an osgWidget::Label instance, > >> i got the label without any texture. Is this a known bug? > > > > I don't think there's a bug. Try calling: > > > > left->setColor(1.0f, 1.0f, 1.0f, 1.0f); > > > > ...and it should be just fine. Be default, a Label object sets it's > > Widget color to be completely transparent, so I'm guessing the texture > > is there just not visible (or rather, it's alpha is 0.0f). > > > >> I think it should be possible to define a textured background for a > >> label while you could define the label as semi or non transparent... > >> > >> Best regards, > >> Christian > >> > >> _______________________________________________ > >> 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 > > > > _______________________________________________ > 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