OsgDotNet unmanged interface?
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