Hi Brian, What you describe sounds like the WPF airspace limitation described here http://msdn.microsoft.com/en-us/library/aa970688.aspx. The short version is that each pixel can only belong to one render technology (WPF, DirectX, Win32 OpenGL). A workaround is to render your OSG scene off screen and give the bitmap to WPF.
Brede On Wed, Mar 4, 2009 at 11:49 PM, Brian Stewart <osgfo...@tevs.eu> wrote: > Hi, > > I have developed an application where I have an OSG window embedded in a > windows application built with WPF. On certain Geforce cards there seems to > be a bug where WPF popup windows (like menus) that have AllowTransparency > set to true do not draw correctly over my OSG window. Basically whenever the > OSG/OpenGL window updates, it overwrites all overlapping pixels, even if the > popup is higher in the window manager's Z-order. I have isolated it to an > issue with the OpenGL driver. It only occurs on Geforce cards, not Quadro > cards (which is not surprising, since I've read the Geforce cards were > optimized for DirectX). I'm not so much looking for a fix (though one would > be welcome) - I'm just wondering if anyone else has encountered this. I have > already filed a bug report with nvidia, and it might help if I could report > that others are having issues with it too (or maybe I really am the only > person out there foolish enough to try this). If anyone is interested, I can > supply a small > test project that uses WPF and OpenGL together to demonstrate the problem. > > Thanks! > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=7967#7967 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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