Continuing on that second issue (still trying to uderstand the first one) :
> Virtual function invocation among wrappers, user-defined subclasses of
> wrappers, and native code
> works in all directions by virtue of the design of osgDotNet. This support
> also extends to hand-coded
> virtual function wrappers if their implementations mimic the auto-generated
> support code for virtual
> functions.
Well I managed to add the following code in osgDotNet's Osg's NodeCallback.cpp :
void NodeCallback::operator()(Osg::Node ^ node, Osg::NodeVisitor ^ nv)
{
___vtnp(this)->operator()(___vtnp(node), ___vtnp(nv));
}
and of course this one in osgDotNet's Osg's NodeCallback.h :
virtual void operator()(Osg::Node ^ node, Osg::NodeVisitor ^ nv);
Everything builds right and I can see the following addition :
Osg.NodeCallback.op_FunctionCall(Osg.Node node, Osg.NodeVisitor nv) from my C#
application which allows me to write my UpdateCB inherited from
Osg.NodeCallback, but in real time my UpdateCB.op_FunctionCall(...) isn't
called.
In fact, I don't see the mecanics that'd allow in the first place the osgDotNet
NodeCallback.operator()() to be called when native NodeCallback.operator()()
is...
Are you sure this use case works ?
Sorry for bothering with that, but I don't see any other way to manage to do
scenegraph update without having it colliding with cull and draw (at least in
osg >= 2.0.0).
--
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org