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 _________________________________________________________________ Rediscover HotmailĀ®: Get quick friend updates right in your inbox. http://windowslive.com/RediscoverHotmail?ocid=TXT_TAGLM_WL_HM_Rediscover_Updates1_042009 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org