Hi Bob, I've done this by deriving an osg::Drawable class, and overriding the drawImplementation method to call my OGL code. I then stick this drawable in a osg::Geode and insert into the scenegraph. This approach has worked equally well with hand coded legacy OGL code and with code generated by 3rd party OGL code generators like GLStudio.
-Justin -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, October 19, 2007 11:43 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Integration of OGL draw() method 2. would work, and a variant on that is to derive your own Drawable and override drawImplementation() to issue your OpenGL calls. Again, you'd have to assign a max render bin number to the Drawable's StateSet. -Paul > > I have some 3rd party OGL code that needs to draw (add some 2D/3D > decorations) directly to the framebuffer after everything > else is drawn (i.e. right before swapBuffers). > > What would be the best way to do this: > > 1. add a call in Viewbase.cpp to call the 3rd party draw() > method right before swapBuffers(). > > 2. a draw callback on a scenegraph node assigned to the > highest number render bin. > > 3. other ways? > > Thanks. > > > Bob. > -- > Robert E. Balfour, Ph.D. > Exec. V.P. & CTO, BALFOUR Technologies LLC 960 South > Broadway, Suite 108, Hicksville NY 11801 > Phone: (516)513-0030 Fax: (516)513-0027 email: [EMAIL PROTECTED] > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org