First off, for reference I am using osg 2.6.1, but I checked osg 2.8 and it
does not appear to be substantially different.
I am using osg to render into a window embedded into a larger Windows Forms
application. The architecture is that Windows events/message are delivered
into the main GUI
Hi Peter,
Something not working in the way you'd like it to work isn't what I'd
class as a bug, rather it's a wish list item.
In terms of making classes more flexible so it can be used in the way
you want to use it, please feel free to suggest amendments so that
others can review them and
Well, the reason why I was ask if this is a bug is that I don't quite
understand how it could possibly work correctly for the case that the
native window is not owned by GraphicsWindowWin32. The code very
deliberately sets up a situation the allows infinite recursion to occur
as I described
Hi Peter,
Peter Amstutz schrieb:
The best ideas I've been able to come up with are to either modify
osgViewer::GraphicsWindowWin32 and comment out the call to
registerWindowProcedure(), or possible subclass it in my application and make
registerWindowProcedure() a no-op.
Another idea
Hello Peter,
Well, the reason why I was ask if this is a bug is that I don't quite
understand how it could possibly work correctly for the case that the
native window is not owned by GraphicsWindowWin32.
Well, it does, because we use GraphicsWindowWin32 integrated into a Qt
application, so
That sounds like the right thing to do. I'll give that a try.
Stephan Huber wrote:
Hi Peter,
Another idea would be to extend GraphicsWindowWin32::WindowData to add a
flag or something similar, so GraphicsWindowWin32 can query this flag an
decide if it's allowed to call
Hi Peter,
We've also used the GraphicsWindowWin32 successfully by creating a custom
User Control in .NET.
We're using the code from this FAQ entry with no problems:
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembedanOSGviewerina.NETcontrol
Thanks!
Jason
On Wed, Mar 4,
Yes, embedding osgViewer into a .NET control is exactly what I am doing,
and I have been using it this way successfully for a long time. I just
remembered another wrinkle -- for some reason, the code works fine when
run with an NVIDIA GeForce chip, and it only crashes with the infinite
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