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Re: [gef3d-dev] Rendering SWT as OpenGL Texture

Nice movie. :P

BTW, I do SWT overlay all of the time for GEF3D and I don't use any of the GEF internals to support it. I just create a widget and move it to where I want it in the (SWT) container -- just requires a couple of translations from the widget location. Is this what you guys mean? Because in this case, there isn't any way for GEF3D or GEF to overlay the widget, right?

On Apr 28, 2011, at 9:50 AM, Jens v.P. wrote:

> Hi,
> 
> On 28.04.11 12:19, Christoph Caks wrote:
>> So how did you implement those overlays? Maybe you can point me to an implementation example in the gef3d source code?
> Actually this is standard GEF and some features also work(ed) with GEF3D. For example, ToolTips are SWT based overlays, and they also work with GEF3D although we do not handle them in any way in GEF3D. This is why they are placed at the wrong location. Another example of this overlay technique used in GEF is DirectEdit. In GEF, labels can be directly edited. While this looks as if the label is edited by GEF/Draw2D, it actually is an SWT widget placed on top of the label. In 2D, this trick is not visible, it looks as if the label is edited. Actually, this "trick" also worked in GEF3D, and I'm a little bit surprised that it isn't working anymore. However, you can now directly edit text in GEF3D, although we haven't implemented that yet. I've made a little movie showing overlays and the direct edit stuff:
> 
>    http://www.youtube.com/watch?v=wF3Y3qs8EmQ
> 
> Cheers,
> 
> Jens
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