HI J-S, Simply assign your custom GraphicsWindow implementation to the viewer's osg::Camera's directly, rather than rely upon View::setUpView*() methods.
Robert. On Fri, Feb 15, 2008 at 3:27 PM, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote: > Hello Robert et al, > > I have a very specific application in which I need to wrap the > SwapBuffers call with two other function calls. So for example, in > GraphicsWindowWin32: > > void GraphicsWindowWin32::swapBuffersImplementation() > { > if (!_realized) return; > // function call 1 here > if (!::SwapBuffers(_hdc)) > { > // ... > } > // function call 2 here > } > > What I would like to know is: > > - If I subclass GraphicsWindowWin32, how do I tell > osgViewer::CompositeViewer to use my subclass instead of the real > GraphicsWindowWin32 when creating a graphics window? > - Will this catch all cases of calling SwapBuffers? I haven't seen it > called directly anywhere else, but I could have missed something? Even > SwapBuffersOperation seems to call this (indirectly) or am I wrong? > > Thanks in advance, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [EMAIL PROTECTED] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org