ElChristou wrote:As ex graphic designer, DW, Chris, there is one thing I would really like to clear out. Until now I had the impression that the main idea was to avoid cluttering the OGL windows with HUD or UI elements. Is that not true anymore or do I misunderstood the idea from the beginning?
I would really like a definitive clear decision on this precise topic because it's the base of the UI design. No middle tone please, or we want a free OGL windows and we must find way to "hide" controls or we don't care and we are free dev whatever easy/practical solution without worrying about the view. At this stage we need to chose between this two options... (later on we will be able to fine tune the stuff...)
As basic hobbyist user, I vote for uncluttered OGL windows. I would prefer contextual functions because it's an intuitive way to link functions to bodies. I can imagine having some kind of HUD stuff appearing if I select a body with controls on it but by far I prefer to have the control of what is on screen. The Contextual menu give me this freedom. It is unobtrusive (hidden if mouse out) as possible and again very easy to use, all my fav applications use in a way or another such mechanism, so it's really not new.
ElChristou wrote:As ex graphic designer, DW, Chris, there is one thing I would really like to clear out. Until now I had the impression that the main idea was to avoid cluttering the OGL windows with HUD or UI elements. Is that not true anymore or do I misunderstood the idea from the beginning?
I would really like a definitive clear decision on this precise topic because it's the base of the UI design. No middle tone please, or we want a free OGL windows and we must find way to "hide" controls or we don't care and we are free dev whatever easy/practical solution without worrying about the view. At this stage we need to chose between this two options... (later on we will be able to fine tune the stuff...)
As basic hobbyist user, I vote for uncluttered OGL windows. I would prefer contextual functions because it's an intuitive way to link functions to bodies. I can imagine having some kind of HUD stuff appearing if I select a body with controls on it but by far I prefer to have the control of what is on screen. The Contextual menu give me this freedom. It is unobtrusive (hidden if mouse out) as possible and again very easy to use, all my fav applications use in a way or another such mechanism, so it's really not new.
chris wrote:Well, you'll be disappointed because I do think that OpenGL windows (supported nicely by Qt4) and hideable controls are important steps for getting an uncluttered UI.
chris wrote:The context menu approach that you advocate simply isn't adequate for all the things that I think Celestia needs to be able to do. So, while I agree that the context menu is an important part of the UI, I don't see how can be the central part--and certainly not the only part--of Celestia's UI. To take a very simple example: how can I toggle the visibility of an object with the context menu? Hiding is easy, but showing it? There's nothing left to click on!
I feel strongly that add-ons need to have some user-visible representation in Celestia, and that the concept of add-on needs to be extended to include scripts, camera views, documentation, and meta-information. I don't know how this can be done when all the UI is in the context menu, which seems to me to be based strictly on objects.
Imy wrote:I'm sad to know it. I hope he will come back someday! Thanks Bob to inform me.
I think my contextual menu special feature should interest everyone, shouldn't it? Should I post elsewhere then?
AltSurface "Terraformed Oberon" "Sol/Uranus/Oberon"
{
Texture "Terraformed_Oberon.*"
NightTexture "#.*"
Atmosphere {
Height 60
Lower [ 0.43 0.52 0.65 ]
Upper [ 0.26 0.47 0.84 ]
Sky [ 0.40 0.6 1.0 ]
Sunset [ 1.0 0.6 0.2 ]
CloudHeight 7
CloudSpeed 65
CloudMap "gc_earth_04-clouds170.*"
}
Albedo 0.68
}Users browsing this forum: No registered users and 1 guest