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
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 Robe
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
>
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 b
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 WindowM
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 +01
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 cross-plat
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 "WindowNode"s as children. That would be very useful to have
independent window managed areas on the whole 3d space instead of one window
lay
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
intersect
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 an
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 exactl
Hello all! Allow me to talk briefly about osgWidget's current design and
perhaps how I can change it for the better.
A number of people over the last few months have asked me why the
WindowManager object requires an osgViewer::View* to be created. This is
an interesting question, and it segues int
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