Re: [osg-users] osgWidget Design Advice

2008-11-25 Thread Sukender
Hi ZΛHIЯ, I'm not sure I understand, but what about creating multiple WindowManagers? You could then have independent window managed areas, as you say. Well, this needs confirmation from wxWidgets authors/users, but I don't think this would be impossible. Sukender PVLE - Lightweight

Re: [osg-users] osgWidget Design Advice

2008-11-25 Thread Sukender
Hi Jeremy, I really agree with Jean-Sébastien. The main difference is that he seems to know more about OSG than me! I just have to tell That's just what I wanted to say!... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 25 Nov 2008 05:22:47

Re: [osg-users] osgWidget Design Advice

2008-11-25 Thread Robert Osfield
HI Jeremy, On Mon, Nov 24, 2008 at 8:54 PM, Jeremy Moles [EMAIL PROTECTED] wrote: Hello all! Allow me to talk briefly about osgWidget's current design and perhaps how I can change it for the better. I'm afraid I have yet played with osgWidget enough to give a definitive answer about

Re: [osg-users] osgWidget Design Advice

2008-11-25 Thread Max Bandazian
Jeremy, Having used osgWidget extensively, I second what everyone has said above, that the input processing/picking ought to be factored out of the WindowManager into a separate class. osgWidget is a nice contribution to osg, but it does have a lot of instances like this where modularity could

Re: [osg-users] osgWidget Design Advice

2008-11-25 Thread Jeremy Moles
On Mon, 2008-11-24 at 23:22 -0500, Jean-Sébastien Guay wrote: Hi Jeremy, Why does the WindowManager have to know anything about cameras? I have the same question, but with different results: unless I've missed something in your description, why does anyone need to know about the

Re: [osg-users] osgWidget Design Advice

2008-11-25 Thread Cedric Pinson
Hi Jeremy, The view pointer is a bit weird for me because i manage eventhandler not in the viewer. I put them in node event callback and then with a switch i enable some and disable other depending of game state. So the view pointer make osgWidget crash with my system. So an approach like

Re: [osg-users] osgWidget Design Advice

2008-11-25 Thread Jeremy Moles
On Tue, 2008-11-25 at 10:05 -0500, Max Bandazian wrote: Jeremy, Having used osgWidget extensively, I second what everyone has said I would definitely be interested most in the opinions of people who have used osgWidget most. :) above, that the input processing/picking ought to be

Re: [osg-users] osgWidget Design Advice

2008-11-24 Thread Stephan Huber
Hi Jeremy, Jeremy Moles schrieb: However, as I mentioned earlier, when created a WindowManager must have access to an osgViewer::View* so that it can call the computeInteresections() method on this pointer and perform proper picking. This raises an interesting design question: what exactly

Re: [osg-users] osgWidget Design Advice

2008-11-24 Thread Sukender
Hi Jeremy, I'm no OSG guru, and I (still) didn't use osgWidget, but here is an idea: Why does the WindowManager have to know anything about cameras? From my point of view, a WindowManager should only do what its name says: manage windows. I think the picking ability shoud be separated into

Re: [osg-users] osgWidget Design Advice

2008-11-24 Thread Jean-Sébastien Guay
Hi Jeremy, Why does the WindowManager have to know anything about cameras? I have the same question, but with different results: unless I've missed something in your description, why does anyone need to know about the camera? If you get your click events (which you act upon to get

Re: [osg-users] osgWidget Design Advice

2008-11-24 Thread Zahir Tezcan
actually i should be considered as a newbie to osg, but as thinking of a WindowManager class, i would appreciate if it is a non-group node which only accepts WindowNodes as children. That would be very useful to have independent window managed areas on the whole 3d space instead of one window