[vos-d] email archive
[vos-d] email archive Is there an online log-archive of e-mail messages that have not been posted by the moderator? What about a separate e-mail list for discussions of emails that were not rejected. I know there is a private archive-post of emails that were censor free. -- JASON A HEBLACK[EMAIL PROTECTED] APT 3 (650) 289 - 0954 450 EAST OKEEFE EAST PALO ALTO, CA 94303 ___ vos-d mailing list [EMAIL PROTECTED] http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] terangreal changes
On Thu, Apr 12, 2007 at 10:29:35PM -0400, Peter Amstutz wrote: On Thu, Apr 12, 2007 at 09:26:09PM -0400, Reed Hedges wrote: * Change mouse cursor to reflect what clicking will do (i.e. differentiate between mouselook/move modes; change when over a hypercard or clickable) Yea, that would be useful. * If you click some mouse button on an object it becomes selected * In the future, could show a panel to edit properties of selected object, or create new objects attached to it in scenegraph fashion, or whatever How do you differentiate between I'm clicking on this to activate it and I'm clicking on this to edit its properties? What do you mean by activate? You mean if the objcet has the clickable type? Different mouse clicks probably. Or have modes. * If a selected object has the ui:actions type that I added recently, then display those in a side panel as buttons I'll have to take a look at it -- sounds like a generalization of misc:clickable perhaps? So instead of I can accept click messages you say I can accept messages X, Y and Z and specify that X is the default message for clicking. Yes but there's no default currently. A ui:action is like a macro for sending a message to an object that describes the message in a user friendly way. It's implemented in mesh, it prints a list of actions for the current object, and if there's ann action called foo you just say do foo and it sends whatever message is behind foo to the object. * Some way to show/hide sets of objects in the world, or change their properties together as a group (e.g. alhpa to make them fade in and out). These groups could be called layers or groups. This would be one This sounds kind of complicated, although I agree it could be useful. ... Let me also point out that you probably shouldn't kill yourself with crazy new ter'angreal features; the only reason I'm working on it is to I don't think it would be too hard. It's just something I thought of that would be unique and interestincg to show off to people. I was actually thinking of making the layers be metaobjects so others would share your layer selection, useful for collaborative work. Do you think that most of the Terangreal GUI (wx) will be easily transferred to s5, even if the A3DL CS plugin guts are torn out and redone? (Will you post a comprehensive description of A3DL changes in s5 later, like you have been doing for VOS in s5?) When we do demos we actually should have two laptops so people can see what in the scene is shared (and what's not). Reed ___ vos-d mailing list [EMAIL PROTECTED] http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] terangreal changes
How do you differentiate between I'm clicking on this to activate it and I'm clicking on this to edit its properties? What do you mean by activate? You mean if the objcet has the clickable type? Different mouse clicks probably. Or have modes. Uh, yea. That if the object has behaviors that respond to clicks, then click-to-select-to-edit needs to be different from click-to-activate-behavior. It could be right mouse button vs right mouse button, a context menu, or an explicit editing mode. Not a big deal, just a UI issue to keep in mind. (I mainly thought of it because I've been using my MacBook a bit with Linux and Windows and suffering with having only one button...) ~ It's fairly universal, already, isn't it, that you only get menus when you Right-click(Ctrl/Cmd-click), or right-click-and-drag, and left-clicking or left-double-clicking is a common activator. In 3d programs, middle-clicking or scroll-clicking seems to be a common 'spin around selected object' button. If something seems to be concensus, I try not to fight with it in my own interfaces... Yes but there's no default currently. A ui:action is like a macro for sending a message to an object that describes the message in a user friendly way. It's implemented in mesh, it prints a list of actions for the current object, and if there's an action called foo you just say do foo and it sends whatever message is behind foo to the object. ~ How do you distinguish between selecting an object, and activating it? One click to select, the second to activate? How do you distinguish between whether you're rightclicking on the object, or the space in front of the object? If it's not selected, you're clicking on a line-of-sight space? You should get a menu with World Properties and Create New Object options? And if you're rightclicking on the object itself, you should get Expanded actions, Object Properties, and Clipboard alternatives like copy, move, and delete? I agree, although that requires a degree of coordination to pull off in a presentation situation (like having to set up an ad-hoc network) that could be hard. ~ I think acquiring two projectors would be more difficult than setting up a network between two laptops. ;) That's just me though. -me ___ vos-d mailing list [EMAIL PROTECTED] http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d