[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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