Looking really nice Jeremy, keep up the good work!

Jason

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy L.
Moles
Sent: Tuesday, June 19, 2007 10:48 A
To: osg users
Subject: [osg-users] Generating Interest :)

Over the last week or so I've really been experimenting with learning
various and necessary components of OSG (I posted about this last week)
required to put together a HUD/UI toolkit uses 100% native OSG without
any reproduction of math/2D/3D classes or glueware in an external
library.

This morning I created a video of it's very first "steps towards
awesomeness" to hopefully generate a small bit of interest in my
endeavor and perhaps get some opinions. Any expert advice or things to
avoid from people who have done something similar in the past would be
great. The current name idea is osgHUD; is this already taken?

The video link is here (made in Linux using Yukon):

     http://cherustone.com/osgHUD.avi

Some things demonstrated (please, forgive me if I used the wrong
terminology; hopefully the ideas are understandable):

        - The window "borders" are drawn using Cairo (so that they're
nice and
round and antialiased). They can be scaled to any size without loss in
clarity (but suffer from the fact when drawn, they don't perfectly blend
to the most discerning eye because they're actually rendered on a full
transparent surface and not on top of the actual OpenGL scene/color
buffer).

        - The windows are post-processed by a GLSL fragment shader (just
for
fun!) that both creates the "progressive scanlines" and colors the
windows darker or lighter depending on their Y position.

        - The windows are moved and rotated; resizing works, but I
changed the
architecture a bit last night, and trying to do resize ATM segfaults. :)
I'll fix this up and maybe show another video next week with that
working and other window decorations (minimize and close buttons, etc.)

The general idea is this: in my opinion, web developers (or I should
clarify and say Flash developers) have really been kicking the butts of
game designers for a long time with regards to elegant, clean, and
effective interface design. Part of this is because of the vector
graphics backend of Flash (which osgHUD will harness by using Cairo) and
part of this is because 2D graphics usually knows how to properly blend
with the surface below them (something OpenGL can't do easily without a
hit in performance). I feel like I can achieve the happen medium of
crispness vs. performance; think "Flash quality UI's for OpenGL/OSG." At
the very least it should give OSG developers some way to quickly throw
together a few UI widgets and dialogs for prototyping, even if they end
up using something custom in the end.

I should mention that, in doing all this, my primary development
constraints are:

        - Every UI "thing" (windows, buttons, etc.) should be 100%
scalable,
translate, and rotatable with any loss in clarity; what looks good at
1920x1200 should also look good at 800x600.

        - To accommodate custom widgets, the system will be developed in
a
general sense where the user defines a "layout" of rectangular regions
which receive all the standard events a modern toolkit provides:
mouseEnter, mouseOver, leftClicked, focused, etc. A small set of
prebuilt interface elements will be provided (resizable windows,
buttons, progress meter, etc.) but for the most part it will be assumed
the user wants to create interface components that integrate naturally
with their project.

        - As much as is reasonably possible will done using programmable
functionality; fixed fallbacks might be considered, but it's very
unlikely. I know this might turn off some users, but I don't think it's
asking too much to require programmable functionality in 2007. Besides,
if the idea is to "push the envelope but stay fast", I don't see a way
of getting around it. :)

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