Hi Robert, Windows gurus,
> Simply assign your custom GraphicsWindow implementation to the
> viewer's osg::Camera's directly, rather than rely upon
> View::setUpView*() methods.
I've gotten this to work partially. My method is getting called, but I
get only black onscreen. My overridden swapBuffersImplementation looks like:
virtual void MyGraphicsWindowWin32::swapBuffersImplementation()
{
std::cout << "Before SwapBuffers" << std::endl;
osgViewer::GraphicsWindowWin32::swapBuffersImplementation();
std::cout << "After SwapBuffers" << std::endl;
}
Am I missing anything? As I said, the prints are in the console, but the
screen stays black.
Thanks in advance,
P.S. For anyone who would need to do this in the future, for Win32 the
Win32WindowingSystem does some work in its createGraphicsContext()
method, and if this is not done, any call to
GraphicsWindowWin32::createWindow() will fail. So you need to call
osg::GraphicsContext::createGraphicsContext(traits.get());
once (even if you don't keep the return value), which sets things up so
the custom window can be created directly afterwards.
I hope this can save someone else the frustration I experienced trying
to get my custom GraphicsWindow to be created correctly... :-)
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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