Hi Robert,
thank you for quick reply.
UI is very basic, and is composed of a menu on top (preferably, spanning entire 
window width) and a side panel like region (could be a separate one), where I 
can display some information about selected node. I have examined osgWidget 
menu example and tried to hack it to work within my UI. This is where problem 
began.
First of all, by top I mean the top of windowing system's coordinate space; 0, 
0 is top left corner of the screen.
If I split my window into 4:+---+|0|1|+-+-+|2|3|+-+-+(just in case, line breaks 
in this Hotmail composer seem to be incompatible with mailing list; viewport 0, 
top left, 1 top right, 2 bottom left and 3 at bottom right).
I don't know which view/camera should have hud group in this case. I also tried 
to split it from top and add my hud there, but viewport on top overlaps with 
viewports 0 and 1 (the top row) and it also adds additional cost to my layout 
code that calculates viewport sizes (and of course, aspect ratios).
I do not want to use wxWidgets or Qt, but I would like to use a 3D enabled UI 
with osg. I am not aiming for a simpler implementation, or just a working 
implementation, but I am aiming an osgWidget based implementation.
Do you have a suggestion for menu's (of type osgWidget::Box, containing other 
Box'es) placement? Which view should it be added to?

Regards,Jason
________________________________
> Date: Fri, 3 Apr 2009 16:51:08 +0100
> From: robert.osfi...@gmail.com
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Viewer confusion and text
>
> Hi Jason,
>
> Without any ambiguity I can say that CompositeViewer is exactly what you 
> need, it was written specifically to make it easier to manage this type of 
> viewer usage. It may seem a but more complicated but then the task is more 
> complicated, and the way it's designed ensures that the complexity of the 
> code is directly proportional the complexity of the task.
>
>
> Adding the GUI could be done in a number of different ways, the osghud 
> example is probably a good place to start as are the osgwidget examples. You 
> don't actually explain how your GUI will related to the various views so I 
> really can't comment on the details.
>
>
> Robert.
>
> On Fri, Apr 3, 2009 at 4:03 PM, Jason> wrote:
>
>
>
>
>
> Hi,
>
> I am trying to prepare a small demo with multiple viewports and some text. I 
> did something much simpler with plain OpenGL before with my own 
> implementation but it suffered a lot from performance, as I am not an expert 
> in this field. Basically, I would like to setup 3-4 viewports, much like a 
> CAD app (e.g. top, front, perspective/camera, etc). I would also like to 
> create a basic UI with osgWidgets. Models contain some detailed terrain data 
> and buildings.
>
>
> I have used CompositeViewer in my first approach, but it seemed difficult to 
> deal with text afterwards. I then migrated to single Viewer multiple slave 
> cams, but TrackballManipulator moves master cam, which moves slaves as well. 
> Besides, I couldn't achieve orthographic projection on slave cameras (e.g. 
> top and front).
>
>
> I would like to ask some guidance, rather than a full source code; how should 
> I proceed? Should I stick to composite viewer? If I do so, where/which view 
> should I attach UI (in particular, menu)? I am hoping that my question 
> doesn't sound stupid, but I am aware that it doesn't describe what I exactly 
> want. I have limited time and haven't got enough time to play with single 
> viewer approach either. I have read famous "Viewer vs CompositeViewer" post 
> multiple times but having this UI confused me.
>
>
> I would be very happy, if you could give me some guidance.
>
>
>
> Regards,Jason


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