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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