Thanks for testing it. I might have given wrong impression of what
doesn't work; I ment the problem you encountered too that rightbutton-
drag stops working (other mousebuttons work, can't get debug prints
from MouseMove events though).

As a workaround I customized my avatar script by combining some parts
of avatarscript in Tundra 1.0.8 with Tundra 2.1.1 script and got a
script that works now.

Still the rightbutton-bug exists: it looks like something takes that
input so that any other inputmapper can't use it. I had one qt-widget
where I wanted to use rightbutton for interaction, but couldn't use it
because that mouse-event never reachs the widget. I made workaround by
changing interaction to ctrl+leftbutton and it works fine (plain
leftbutton would've worked too but it is in other use).

I can stop using mouserightbutton everywhere, no problem with that,
but I'm just saying if someone finds it to be some sort of bug
somewhere which may need a fix.

- Teemu

On 15 loka, 03:28, Toni Alatalo <[email protected]> wrote:
> On Oct 15, 2011, at 3:02 AM, Toni Alatalo wrote:
>
> >> Tundra 2.1.1 without any traces of old version and still I have some 
> >> problem with Avatar-demo. It looks like the Avatar-entity loses 
> >> mouse-inputmapper totally when its entitynumber is around 100 and up.
> > was not able to repeat this. Did this on Tundra 2.0 on Mac OS X:
>
> oh I think something weird did happen to me too: mouse scroll (to move cam 
> closer / further from av, the third person cam) continues to work, but looks 
> as if doing the rotation with rightbutton-drag stops working. connected a 
> mouse to the mac to be able to test better.
>
> will test on other platforms too later.
>
> as Jonne said there are scenes with hundreds of entities, which are used with 
> av app, and we haven't been aware of probs .. i guess people do use mouse 
> rotate for av so often that it would have popped out. is possible that is a 
> version diff, at least the admino hosting system has some modified version of 
> the av app.
>
> > ~Toni
>
> same.

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