Hi Colin, I'm glad I'm not the only one contemplating this. The biggest 
problem with wrapping OSG with C++/CLI as far as I can see is 
reference-counted objects.
I'm not sure I could justify to my boss spending lots of time writing a C# 
wrapper on my own, but if there are a few people willing to invest time, 
I'd be happy to be part of the team.
For speed of development, I've considered writing a high-level, unmanaged 
viewer DLL that just gets passed the DC of my C# render surface,and any 
input events, and then use osgLua or similar to handle the scenegraph.

John Donovan
Sony Computer Entertainment Europe
http://www.scee.com


[EMAIL PROTECTED] wrote on 13/11/2006 14:31:10:

> 
> We're also about to try an integrate C# with OSG so would be interested
> in any experiences as well. I would imagine the main issue is the
> relationship between managed and unmanaged code (that's been discussed
> on other threads. Also, my understanding is that you need to go via a
> C++/.Net managed intermediate layer.
> 


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