I've been following this project for a while now and am very excited about it. :) Also--if you're too busy lately with this to have any time to work on the Blender osgexport script, why don't you let me take that over? :) *grin*
I might even be able to help with osgedit some, since I have a lot of experience using GTK and a growing amount of experience using OSG. The move to GTKMM is probably a good one, as I personally have a lot of trouble adhering to clean OO programming paradigms when GTK is so heavily based on using callbacks (though it's easy enough to make static "shims", it's just a chore...) On Tue, 2007-05-22 at 02:22 +0200, Ruben wrote: > Hi osgers, > > I've been working a bit the last month in the next version of OSGEdit. > I'm working on supporting all the OSG nodes and objects and porting the > user interface to gtkmm (C++ wrapper of GTK). > > Right now, I have support for every osg object (only osg namespace at > this moment), with almost every attribute editable from OSGEdit. Other > namespaces, like osgParticle or osgSim will be added next, with little > effort. > > You can see an screenshot of how the automatic properties page of > osg::Texture2D looks like in the project page: > > http://osgedit.sourceforge.net/ > > If you are interested in the development progress, I will be posting > news and screenshots periodically on this page. > > The source code will be available through svn for testing as soon as I > have a solid codebase. > > Regards. > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
