All,

First, please forgive me if my etiquette is not up to par; I'm new to
the community.

My team has recently switched from Visual Studio 2003 to Visual Studio
2005.  We maintain the bulk of our code in traditional ANSI C++, for
portability concerns, and provide a thin C# user interface, joined to it
using managed C++.  This includes having adapted osg:: objects with a
set of managed C++ classes.  While porting our application, we
experienced problems with the behavior of OSG in the new environment.
(We were still using OSG 1.2.)  Code that had worked consistently under
VS2003 failed, showing memory corruption errors (some traced to
osg::Geometry).  We decided to give OsgDotNet a try.

In switching to OsgDotNet, we've seen two issues that we view as
problems.
- Rendering performance is much slower.
- Because OsgDotNet (as far as we know) provides no access to the native
objects, we've had to recode several functions from C++ to C# (and from
osg:: to Osg.) solely to accommodate the port.  We would like to
maintain our scene generation in C++ (producing a native osg::Node *),
and pass that into an Osg.Node to be displayed in a panel on a Windows
Form.

We expect that we're not the only ones in this situation, but have been
unable to find any existing discussions on the subject.  Any help or
guidance will be appreciated.

Thank you,
Phil

Philip A. Tessier
Northrop Grumman IT
[EMAIL PROTECTED]
210-867-6775


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