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 intersections) through an event handler, then you can just get an osg::View* with aa.asView(), which then has a camera. No one really needs to hold on to a camera pointer.

I would definitely go with calculating intersections directly through osgUtil::IntersectionVisitor. You can use the constructor that takes one of the WINDOW, PROJECTION, VIEW and MODEL enum values to easily construct the right intersector. It should even work for 3D "widgets in space... space ... space ..." :-)

As for creating an ortho viewport, perhaps you can return an osg::Camera with the right setup, and the user can then assign that to their viewer/view/slave camera/scenegraph/whatever. It would be more general.

That way you can remove the dependency between osgWidget and osgViewer (not sure if that's the goal here, but if intersections was the only thing that forced that dependency, I'd definitely remove it).

Anyways, like the others who replied I don't really know the internals of osgWidget, so perhaps there's something I've overlooked, but that's how I see it at first glance.

Hope this helps,

J-S
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Jean-Sebastien Guay    [EMAIL PROTECTED]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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