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/
> 

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