Thanks Robert and Paul. I just assumed that a direct GDI call would be faster, but when I think about it, that can't be true (assuming a decent OpenGL driver).

I did as you suggested and it works very well. Mostly.

If I resize the window and make it wide and short, my background gradient maintains it's aspect ratio and blue bars on the sides are soon revealed. Do I need to add code to my event handler to recompute the background scene during resize events?

Thanks,
Cory

Robert Osfield wrote:
Hi Cory,

OpenGL calls used to fill a background colour will be the faster way
to accomplish a gradient background and it'll be a portable solution.

Robert.

On Sat, May 2, 2009 at 1:24 AM, Cory Riddell <[email protected]> wrote:
  
If I want to draw something in the client area of the window OSG is
rendering into (via Windows GDI calls), would I do this in a
preDrawCallback? (after setting an appropriate ClearMask in the camera)

I want to have a gradient background and I'm thinking that I could do
this easily with the GradientFill() function. I realize I could
accomplish the same thing using methods from the osgHud example, but I'm
thinking that a GDI call would be faster.

Cory
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