Hi Robert,thanks a lot for valuable support. It worked like charm. I will have
to deal with event selection, as you mentioned. Because menu view occupies
whole window rectangle, it doesn't allow clicks to go to viewports at
background. I may raise more questions about viewports as I make
progress.Thanks again!Jason________________________________> Date: Fri, 3 Apr
2009 17:58:36 +0100> From: robert.osfi...@gmail.com> To:
osg-users@lists.openscenegraph.org> Subject: Re: [osg-users] Viewer confusion
and text>> Hi Jason,>> I'm afraid I can't comment on osgWidget too much yet as
I've still on tinkered a little with it, perhaps others can dive in here.>> One
thing you could try is to have a Camera/View entirely dedicated to the
osgWidget HUD an have this overlay the rest of the Camera by disabling it's
clear mask's colour bit, and setting it's RenderOrder to POST_RENDER so that
it's drawn last. One thing that may complicate things is the event selection,
as multiple View's might be trying to grab the focus of events.>>> Robert.>> On
Fri, Apr 3, 2009 at 5:33 PM, Jason> wrote:>>>> Hi Robert,>> thank you for quick
reply.>> UI is very basic, and is composed of a menu on top (preferably,
spanning entire window width) and a side panel like region (could be a separate
one), where I can display some information about selected node. I have examined
osgWidget menu example and tried to hack it to work within my UI. This is where
problem began.>>> First of all, by top I mean the top of windowing system's
coordinate space; 0, 0 is top left corner of the screen.>> If I split my window
into 4:+---+|0|1|+-+-+|2|3|+-+-+(just in case, line breaks in this Hotmail
composer seem to be incompatible with mailing list; viewport 0, top left, 1 top
right, 2 bottom left and 3 at bottom right).>>> I don't know which view/camera
should have hud group in this case. I also tried to split it from top and add
my hud there, but viewport on top overlaps with viewports 0 and 1 (the top row)
and it also adds additional cost to my layout code that calculates viewport
sizes (and of course, aspect ratios).>>> I do not want to use wxWidgets or Qt,
but I would like to use a 3D enabled UI with osg. I am not aiming for a simpler
implementation, or just a working implementation, but I am aiming an osgWidget
based implementation.>>> Do you have a suggestion for menu's (of type
osgWidget::Box, containing other Box'es) placement? Which view should it be
added to?>>>> Regards,Jason>> ________________________________>>> Date: Fri, 3
Apr 2009 16:51:08 +0100>>> From: robert.osfi...@gmail.com>>> To:
osg-users@lists.openscenegraph.org>>> Subject: Re: [osg-users] Viewer confusion
and text>>>>>> Hi Jason,>>>>>> Without any ambiguity I can say that
CompositeViewer is exactly what you need, it was written specifically to make
it easier to manage this type of viewer usage. It may seem a but more
complicated but then the task is more complicated, and the way it's designed
ensures that the complexity of the code is directly proportional the complexity
of the task.>>>>>>>>>> Adding the GUI could be done in a number of different
ways, the osghud example is probably a good place to start as are the osgwidget
examples. You don't actually explain how your GUI will related to the various
views so I really can't comment on the details.>>>>>>>>>> Robert.>>>>>> On Fri,
Apr 3, 2009 at 4:03 PM, Jason> wrote:>>>>>>>>>>>>>>>>>> Hi,>>>>>> I am trying
to prepare a small demo with multiple viewports and some text. I did something
much simpler with plain OpenGL before with my own implementation but it
suffered a lot from performance, as I am not an expert in this field.
Basically, I would like to setup 3-4 viewports, much like a CAD app (e.g. top,
front, perspective/camera, etc). I would also like to create a basic UI with
osgWidgets. Models contain some detailed terrain data and buildings.>>>>>>>>>>
I have used CompositeViewer in my first approach, but it seemed difficult to
deal with text afterwards. I then migrated to single Viewer multiple slave
cams, but TrackballManipulator moves master cam, which moves slaves as well.
Besides, I couldn't achieve orthographic projection on slave cameras (e.g. top
and front).>>>>>>>>>> I would like to ask some guidance, rather than a full
source code; how should I proceed? Should I stick to composite viewer? If I do
so, where/which view should I attach UI (in particular, menu)? I am hoping that
my question doesn't sound stupid, but I am aware that it doesn't describe what
I exactly want. I have limited time and haven't got enough time to play with
single viewer approach either. I have read famous "Viewer vs CompositeViewer"
post multiple times but having this UI confused me.>>>>>>>>>> I would be very
happy, if you could give me some guidance.>>>>>>>>>>>> Regards,Jason>>>>>>
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