Hi, you can see my C++/CLI Project video demo here: http://www.hesicong.net/blog/post/320.html and my MRI 3D Recontruction which use C# to design a transform function designer and C++ for osg: http://www.hesicong.net/blog/post/319.html I mentioned that the C++/CLI compile speed is very slow in my first letter. I finally found out that turn on Precompile Header will speed up the build process. Try C++/CLI, the best choice!! One book about C++/CLI: Manning,.C++-CLI.in.Action.(2007).BBL.[1932394818]
Glenn Waldron 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] > <mailto:[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] > <mailto:[EMAIL PROTECTED]>> wrote: > > Hi, > > You should try OSG.NET <http://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 > > osg-users@lists.openscenegraph.org > <mailto:osg-users@lists.openscenegraph.org> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > <mailto: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