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
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
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
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
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
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
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
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
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
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
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
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