Glenn - ever run into any issues where you found portions of OSG not to "work" with C++/CLI? I believe the OSG/C# folks run into this a lot. Any odd difficulties or does everything just work?
Follow-up question - have you written any OSG/C++/CLI WPF apps? Winforms? How well does all this stuff "play" together? On Feb 16, 2008 10:16 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote: > Sherman, > I'll vouch for it ... I've written dozens of apps using C++/CLI and OSG and > it works great. It is very convenient to be able to mix managed and > unmanaged code virtually at will (there are a few restrictions) as the > interop is handled transparently by the CLR. Plus with .NET 2.0, it's simple > to write an OSG .NET Control in a C++/CLI assembly, and then use it in all > your C# UI code. > -gw > > -- > Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 > > > > On Feb 16, 2008 10:10 PM, sherman wilcox <[EMAIL PROTECTED]> wrote: > > Ok - so it sounds as if using C# with OSG is bad idea. Sounds possible > > - just painful. On the plus side I hear (on occasion) good things said > > about C++/CLI. Can anyone else comment on their experience using OSG > > and C++/CLI? > > > > > > > > > > On Feb 14, 2008 10:48 AM, hesicong2006 <[EMAIL PROTECTED]> wrote: > > > Hi, > > > You should try OSG.NET project, but the project does not contains every > > > feature OSG could provide. A much better solution will be use of > > > C++/CLI, this language can create mix native C++ and managed code. The > > > main C# UI design benefit is also contained in C++/CLI. I have use > > > C++/CLI to integrate OSG and .NET, very well, you should try it. But the > > > plain will be the much lower compile speed due to lots of inline code of > > > OSG. > > > > > > > > > sherman wilcox wrote: > > > > I've read a few posts and I'm a bit fuzzy on the subject. I have an > > > > OSG app wrapped up in a C++ library. Now I need a UI. I can attach > > > > this and drive this libarary from a console app, MFC GUI, or even the > > > > standard Windows API, etc. - All in C++. However, I'm considering > > > > using C#. I've heard lots of good things about C# from a UI > > > > development perspective. From an OSG/C# point of view - there seems to > > > > be lots of pain. > > > > > > > > I'm not a C# developer - it's all Greek to me - so what I'm imagining > > > > may not be practical in reality hence this post. Is it possible to > > > > link in my OSG app wrapped up in a C++ blanket and use my own API from > > > > with a C# GUI? Is it painful? What would I lose by going this route? > > > > Is possible that at some point I won't be able to take advantage of > > > > some latest OSG feature due to some unforeseen incapability? My > > > > current UIs (I'm thinking of one MFC UI in particular) don't really > > > > interact with the OSG - that's all handled by my own C++ API. I'm just > > > > not sure how well all this would glue together using C#. > > > > > > > > Can some of the veterans comment? > > > > > > > > > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > [email protected] > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

