Hi,
I created a new class that inherits from CSplitterWndEx ( I am using the MFC
feature pack, but it should apply to CSplitterWnd )
and added these methods
virtual void StartTracking(int ht);
virtual void StopTracking(BOOL bAccept);
virtual void OnInvertTracker(con
Hi,
I've managed to solve the rubber-band selection by drawing a openscenegraph
quad in screen coordinates.
I used the Screen Aligned Quad tutorial from Delta3D. I hope another newbie
will find this helpful:
http://delta3d.org/deltawiki/index.php?title=Tutorials.
I still need help with the MF
Hi Andrew,
Could you please post your MFC code to handle the splitter window? I am not
sure where and how you change the background of the "3D window". Which class is
the "3D Window"?
...
Thank you!
Cheers,
Lincoln
--
Read this topic online here:
http://forum.openscenegraph.
Hi Émeric,
Could you please share more information on your MFC code? Can you perhaps share
the code?
I'm using CDC to draw the rectangle but it keeps getting erased when the frame
is redrawn. I would really appreciate your help. Thanks in advance.
...
Thank you!
Cheers,
Kulani
--
Andrew,
> I think you will find that not many people really dug into using MFC with
> OSG ( as you can tell by the deafening silence on the forum on these topics)
Yes, indeed...
> I am using a separate CMFC_OSG_MDIView for each CView. I am not sure why you
> see that would be a problem. It does
Hi,
2015-01-09 23:58 GMT+01:00 Andrew Cunningham :
> Hi,
> I finally got around to resolving these MFC/Aero issues using the following .
> Hope someone finds this helpful
While I didn't hit the Aero issue you're talking about (I'm still on
Windows XP), this post remains helpful as I'm gett
Hi,
I finally got around to resolving these MFC/Aero issues using the following .
For drawing the selection box over a complex scene...
- Capture the 3D scene image as a texture map
- Turn off the 3D scene
- map the texture onto a 2D quad that will in the background filling the window
- While inte
Yeah, I'm afraid you may have to do that.
Once the double-buffer has been swapped to the screen, you can't draw on it
anymore.
Some implementations may allow you to hint that you want a COPY swap, which
leaves the buffer still intact in the back buffer after swap, so you could
draw on it, but I d
I am using a double-buffered window as per the OSG MFC example.
traits->doubleBuffer = true; The MFC example shows a nice overlay HUD of
rendering statistics.
This just seems such a typical 3D UI interaction - to show a rectangular area
on the screen under mouse control for selection or zoomin
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