>From my experience drag-and-drop is not something you can do easily with low
level window management calls.  (The kind of calls that we make in osg for
win32 at least).  It may be better to make a higher level viewer.  I've done
this for win32, and I can guarantee that it is very useful to drag-and-drop
models to your window.  Remember your scene won't be optimized, though,
unless you call optimize again.


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Monday, January 08, 2007 09:23
To: osg users
Subject: Re: [osg-users] What do you want from viewer functionality?

Hi Markus,

On 1/6/07, Markus Hein <[EMAIL PROTECTED]> wrote:
> Interactive Editor Views:
>
> - right-hand popup-menu  for setting viewer properties with 
> user-feedback ( a gui-independent interface for this would be fine)
> - all standard user-interactions ,selection-modes,  dragNdrop ( a 
> gui-independent interface for this would be fine)

I don't have any plans for support GUI items like pop up menus in osgViewer,
I believe this type of functionality really belongs in the GUI library that
you use, or in a separate GUI NodeKit/utility library that sits above
osgViewer.

Drag and drop events is not something I've thought about, or played with for
quite some while (near on 8 years since I played with drag and drop!).  How
does the drag and drop event typically arrive?
Associated with an application?  Associated with a specific window?

If associated with a specific window then we'd need some kind of means for
catching these events and passing them on.  If it can't be retro fitted to
GraphicsWindow's then we'd probably need to integrate such support into
osgGA::GraphicsWindow, although I'd be a bit hesitant to do so until we
established how such functionality should be used and implementated across
the spectrum of windowing API's/OS's.

I'm all ears on this topic, so please chip in how you do drag and drop
events right now, and what how the different windowing API's handle it.


> Fullscreen Performance View:
>
> - switching viewerwindow in fullscreen mode
> - highest performance & highest quality  :-.)
> - a fullscreen render-thread instantiated and controlled by the 
> gui-mother-application

How 3D graphics was meant to be played :-)

Robert.
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