Hi ZΛHIЯ,

I'm not sure I understand, but what about creating multiple WindowManagers? You 
could then have independent window managed areas, as you say. Well, this needs 
confirmation from wxWidgets authors/users, but I don't think this would be 
impossible.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 25 Nov 2008 08:00:33 +0100, Zahir Tezcan <[EMAIL PROTECTED]> a écrit:

> actually i should be considered as a newbie to osg, but as thinking of a
> WindowManager class, i would appreciate if it is a non-group node which only
> accepts "WindowNode"s as children. That would be very useful to have
> independent window managed areas on the whole 3d space instead of one window
> layer. This structure may look like geode/drawable fashion but it could be
> more "manage"able with callback system, which has already parameters like
> view/model/projection matrices...
> --ZΛHIЯ
>
>
> On Tue, Nov 25, 2008 at 6:22 AM, Jean-Sébastien Guay <
> [EMAIL PROTECTED]> wrote:
>
>> Hi Jeremy,
>>
>>  Why does the WindowManager have to know anything about cameras?
>>>
>>
>> I have the same question, but with different results: unless I've missed
>> something in your description, why does anyone need to know about the
>> camera? If you get your click events (which you act upon to get
>> intersections) through an event handler, then you can just get an osg::View*
>> with aa.asView(), which then has a camera. No one really needs to hold on to
>> a camera pointer.
>>
>> I would definitely go with calculating intersections directly through
>> osgUtil::IntersectionVisitor. You can use the constructor that takes one of
>> the WINDOW, PROJECTION, VIEW and MODEL enum values to easily construct the
>> right intersector. It should even work for 3D "widgets in space... space ...
>> space ..." :-)
>>
>> As for creating an ortho viewport, perhaps you can return an osg::Camera
>> with the right setup, and the user can then assign that to their
>> viewer/view/slave camera/scenegraph/whatever. It would be more general.
>>
>> That way you can remove the dependency between osgWidget and osgViewer (not
>> sure if that's the goal here, but if intersections was the only thing that
>> forced that dependency, I'd definitely remove it).
>>
>> Anyways, like the others who replied I don't really know the internals of
>> osgWidget, so perhaps there's something I've overlooked, but that's how I
>> see it at first glance.
>>
>> Hope this helps,
>>
>> J-S
>> --
>> ______________________________________________________
>> Jean-Sebastien Guay    [EMAIL PROTECTED]
>>                               http://www.cm-labs.com/
>>                        http://whitestar02.webhop.org/
>>
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>>

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