Hi, BTW, you can see my implementation here:
http://svn.gna.org/viewcvs/fearann/trunk/src/client/cegui/cltceguidrawable.h?rev=346&view=markup http://svn.gna.org/viewcvs/fearann/trunk/src/client/cegui/cltceguidrawable.cpp?rev=346&view=markup Apart from that, you only have to add it to the viewer, like this: CltCEGUIDrawable* ceguiDrawable = new CltCEGUIDrawable(mWindowWidth, mWindowHeight); mScene->addChild(ceguiDrawable->getNode()); The event handler for CEGUI is called from "higher level" EH, which calls the different handlers of the application in turn depending on their priority (the GUI goes first). I haven't found major problems with this implementation with mouse positions, keys injected and so on. And yes, CEGUI falls short in many aspects compared to what OSG might need as a general windowing system for many types of applications, but it seems like the only more-or-less mature alternative. Regards. On Tuesday 05 September 2006 18:09, Robert Osfield wrote: > Hi Marc, > > Thanks for the feedback, this is very useful. > > How much restriction is there on using CEGUI w.r.t requiring the graphics > context? I'm think of things like loading schemes, fonts as well as input > injection. Obvious rendering will need a graphics context. > > Personally I'm a bit disappointed with the restrictions that CEGUI sets in > terms of set up, putting this alongside the lack of support for multiple > windows and graphics contexts I don't see it as a great fit for a scalable > arhitecture like the OSG. Perhaps these problems could be fixed, but it'll > my guess is that it'll require a substational refactor. > > Robert. -- Manuel A. Fernandez Montecelo <[EMAIL PROTECTED]> _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
