[vos-d] email archive

2007-04-13 Thread HEBLACK, J
[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  



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Re: [vos-d] terangreal changes

2007-04-13 Thread Reed Hedges
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


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Re: [vos-d] terangreal changes

2007-04-13 Thread S Mattison
   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

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