Hi Robert,

I have installed OSG 1.9.4 and tried the osgviewerMFC example. Some
notes on that:

1. The example project didn't worked with MSVC 7.1 (probably because it
has just been 
published and need some integration polishing).
2. A new 7.1 generated project with the osgviewerMFC files doesn't work
properly. After loading one
of the example data files (cow.osg) the screen (client window) was
strongly flickering.
3. The windows taskmanager always shows 100% CPU consumption. Any way to
avoid that, i.e. run
a continous render loop with some idle time for the CPU?
4. The close/minimize/maximize buttons of the MDI parent window are not
as responsive as expected.
I think this is a follow up of 3.
5. On closing the MDI parent window the application crashes in
osgUtild.dll
(osgUtil::RenderStage::drawImplementation).

Some additional questions:
        - Could you please provide an example on using the viewer's
frame() function, properly?
        - Can I use the example with the CompositeViewer class?
        - You gave me two alternatives for the window  integration but
I'm undecided which is the
          better route (osgviewerMFC or osgsimpleviewerWX).  

Allow me to repeat our requirement list. Could I find solutions for
these within the OSG framework?

        - We must be able to handle the manipulation code ourself, or at
          least define our own manipulation scheme
        - We must be able to print the scene shown in a window
        - We must be able to print the scene from a viewpoint without a
          window
        - We must be able to create bitmaps (i.e. images) from the scene
          shown in a window
        - We must be able to highlight nodes in the scene dynamically
        - We must be able to have exstended cursor handling, i.e. show
          sophisticated cursors dynamically (currently performed by
logical xor
          drawing)
        - We must be able to do rubber banding operations, e.g. only
          modify a bunch of line graphics with a static probably huge
background
          scene.

Thanks a lot,
Johannes
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