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/ >> >> _______________________________________________ >> 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

