Wow, Robert, this certainly piqued my interest! I did a little bit of my own on multiple views, but without independent master cameras. I certainly will be looking into CompositeViewer to decide if I should migrate over. This just in, my current code based on osgProducer doesn't seem to work properly with the new OSG. The objects loaded at run time don't show up. Maybe it is just an issue of setting a dirty displaylist flag or something like that. While I dig deep into my code, I may well compare it with CompositeViewer.
By the way I noticed that the new osgviewer does not adjust aspect ratio automatically. The objects are stretched when I run it on a 1360x768 (16:9) display. Thought I should report it. Best Regards, Yefei > > Message: 8 > Date: Thu, 25 Jan 2007 09:32:07 +0000 > From: "Robert Osfield" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] Differences btw. new osgviewer and > osgProducer:Viewer? > To: "osg users" <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > Hi Yefei, > > On 1/24/07, Yefei He <[EMAIL PROTECTED]> wrote: > > I have been out of the loop for a while and was > surprised to see > > that a new osgviewer has sprung up recently. What are the major > > differences between the two versions? With this change is > Producer no > > longer a necessary dependency except for stubborn ones like me who > > have applications that use Producer::RenderSurface and > > Producer::KeyboardMouseCallback and so on? I assume there are > > equivalents directly inside osg now? > > The original osgProducer based osgviewer app is still > available under the name of osgproducerviewer. osgProducer > itself it still available and will be mainted, albiet in a > separate project that depends on Producer and OpenSceneGraph. > This means your app should work just fine. > > The core OSG, osgViewer and all the examples (save for > osgproducerviewer) now don't depend on Producer so unless you > need osgProducer you don't need to compile them. > > What differences are their between osgProducer and osgViewer? > Lots, you'll need to read the last month or so's threads on > these topics and dig around the new code and examples to get > an idea. I will so write up an emial/wiki page on the > design/implementation concepts of osgViewer this will give > you more insight too. > > In short - osgViewer now supports a range of usage models > using three different viewer classes : > > SimpleViewer - is a basic viewer class which is high level > version of SceneView and > good for integrating into apps that already > have graphics windows > that need OSG embedding into. > > Viewer - is similiar conceptually to osgProducer::Viewer is > that it manages a single > out of the window view, but can optionally use > multiple slave cameras to > implement them. > > CompositeViewer - allows one to manage a list of views, > each view has an > independent master camera, can have its own > separate scene graph or > share the same scene graph with other views. > > The CompositeViewer doesn't have any equivilent > in any preceding code, > it was possible to roll your own viewers to do > it, but it was hard. > > Event handling is down via osgGA based EventHandler and > CameraManipulators, with the GraphicsWindow implemmention > (equivilant to RenderSurface) converting events from native > windowing events directly into osgGA events. > > osgViewer now encompasses most of the original functionality > available in osgProducer and Producer. The only major bits > missing in the jigsaw is support for configuration files a > pbuffers. Both of these should be along soon though. > > There are also little bits in osgViewer that aren't complete > of fully fleshed out yet, but these will get scoped up as we > move along. 1.3 should have pretty well everything in place. > > Robert. > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
