Hi Jeremy,

I really agree with Jean-Sébastien. The main difference is that he seems to 
know more about OSG than me! I just have to tell "That's just what I wanted to 
say!"...

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


Le Tue, 25 Nov 2008 05:22:47 +0100, Jean-Sébastien Guay <[EMAIL PROTECTED]> a 
écrit:

> 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

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