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

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