[Fresco-devel] OSG-Prototype
Friedemann Gerold <[email protected]> Mon, 19 Jul 2004 17:01:10 +0200
| Newsgroups | gmane.comp.video.fresco.devel |
|---|---|
| Organization | HKS-Prozesstechnik |
| Message-ID | <[email protected]> |
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i'm working on a CORBA-interface of such a osg-based display-server.
by first thinking about draft was to have CORBA objects the client can
wire together. like a widget-toolkit in X11 the client creates thinks
like buttons, windows, layouts and add them together like a tree:
Window_ptr window = desktopKit.newWindow();
Button_ptr button = widgetKit.newButton();
Text_ptr text = textKit.newText();
text.setText("hello world");
button.setChild(text);
window.setChild(button);
desktop.addChild(window);
for make thinks easy, this should really a tree. one parent per node.
on server-side this objects allocate resources in osg and notify
a render-thread to update the scene on screen.
2nd, if the client passes server-objects to some other server-object we
should avoid to pass corba-references. so my idea was to pass unique id's.
this means:
button.setChild(text.id());
window.setChild(button.id());
desktop.addChild(window.id());
on server-side we resolve this id's to pointers to the Impl-objects.
then we can use internal interfaces directly without passing all thing
over CORBA.
ok, this may break some frescoish design-paradigm. like externalize
state from nodes, nodes can be traversed from different places ect...
because all this stuff is replaced by osg internaly...
ok, question (again?):
what level of scenegraph the client should manipulate? in my draft i
build my own tree of hight-level objects the client can manipulate. is
this ok?
mfg
cinap_lenrek
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