Excellent, THANKS!
For the computePixelCoords, I just copied from what Producer::KeyboardMouse
was doing, and made the appropriate changes. I am assuming the mouse
coordinates work the same way they did before.
-- Rick
On Wed, Jun 18, 2008 at 4:48 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
Hi Rick,
On Wed, Jun 18, 2008 at 12:12 AM, Rick Pingry <[EMAIL PROTECTED]> wrote:
> Producer::KeyboardMouse::positionPointer( float x, float y )
>
> Any way to set the mouse position like this?
GraphicsWindow::requestWarpPointer(x,y);
and
View::requestWarpPointer(x,y);
The later will automatic
Hi,
I'm glad you have a config that works for you.
But with the combinatoric explosion of:
- VS70 v. VS71 v. VS8 v. VS8sp1 v. VS9
- Express v. Pro
- Release v. Debug
- dll v. static
- multithreaded or not
- debug iterators or not
- whatever or not, etc
I just cant track the valid combinations (e
Hey, I about have all of it!
The last two things I am trying to work out are the:
Producer::KeyboardMouse::positionPointer( float x, float y )
and
Producer::KeyboardMouse::computePixelCoords(mouseX, mouseY, renderSurface,
pixelX, pixelY)
for computePixelCoords, should I just find the width and h
Thanks guys,
that is just what I did.
Now I am looking for the equivilent of
Producer::KeyboardMouse::positionPointer( float x, float y )
Any way to set the mouse position like this?
Thanks Again,
-- Rick
On Tue, Jun 17, 2008 at 1:08 PM, Jean-Sébastien Guay <
[EMAIL PROTECTED]> wrote:
> Hello
Hello Rick,
I noticed that there is:
osgViewer::Viewer->getCamera()->setPostDrawCallback()
but there is only one (implied by a set* rather than add*). Any way to
have multiple ones?
You could create a CompositeDrawCallback class, which would be an
osg::Camera::DrawCallback, would have a v
As I am porting, I ran across a place where I was using
osgProducer::OsgCameraGroup->getCamera(0)->addPostDrawCallback()
(where I am doing things like drawing HUD's and I have several on the
screen)
I noticed that there is:
osgViewer::Viewer->getCamera()->setPostDrawCallback()
but there is only
Mike,
FYI, and FWIW (and I believe that this has been reported elsewhere on list)
I am using VS9 Express - the free version - and your prebuilt VS8 binaries.
Using _release_ builds has presented no compatibility issues so far.
However, using _debug_ builds seems to present apparent incompatibilit
Hi Rick,
On Mon, Jun 16, 2008 at 8:26 PM, Rick Pingry <[EMAIL PROTECTED]> wrote:
> I saw some porting notes on the Wiki, but they seemed to be mentioning the
> REASONS for the change from Producer to Viewer, not necessarily step by step
> porting directions as I would have hoped. There are a lot
Thanks Mike,
So are you saying that I should be able to do a CMake build using 7.1? I am
going to give that a try.
-- Rick
On Mon, Jun 16, 2008 at 7:33 PM, Mike Weiblen <[EMAIL PROTECTED]>
wrote:
> Hi,
>
> imho I'd keep w/ VS7.1 across the board for your initial porting
> effort to OSG 2.x,
Hi,
imho I'd keep w/ VS7.1 across the board for your initial porting
effort to OSG 2.x, then migrate to VS9 later as necessary; just avoids
having too many variables at play. Take things one step at a time.
fwiw I dont use VS9 yet, consequently I have no VS9 prebuilt 3rdParty
libraries, so you'l
Hello All,
We are finally taking the plunge from OSG 1.2 and Producer to the newest
version on SVN. (>GULP!<)
We are using osgProducer::OsgCameraGroup with a single camera and a
Producer::KeyboardMouseCallback. I have been reading that we COULD possible
keep some of the Producer stuff, but it wa
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