Hi Peter, I had the same problem with tooltips + windows forms + OSG. It only happened on certain video cards with certain drivers. I could never find a solution for it, but what I ended up doing was pausing the OSG render loop for a few seconds (long enough for someone to read the tooltip) before a tooltip was displayed. This worked ok for the most part, but also had its own issues obviously.
Jason On Thu, Mar 5, 2009 at 8:55 AM, Peter Amstutz <peter.amst...@tseboston.com>wrote: > I have a similar problem to the one described here, although with Windows > Forms rather than WPF. Whenever my application renders a tooltip which > overlaps the OSG window, the tooltip gets cut off on the next OSG frame. > I've spent hours trying to find any information about how to work around > the problem, but have drawn a blank. This seems to mainly be a problem on > Windows XP; the systems with Vista I have tried do not exhibit this problem. > I can't speak to whether different hardware/drivers have different > behavior, though. > > Peter > > Brede Johansen wrote: > >> 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 >> <mailto:osg-users@lists.openscenegraph.org> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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