There's a pretty good example here of mixing systems.

You could apply it either way around.. The way I have gnerally done it is to put OSG inside the other applications loop.

http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f40

Not sure how deprecated it is now, but worked for me not so long ago..

Kind regards,
Stephen.

On Nov 21, 2007, at 6:49 AM, Paul Martz wrote:

Have you tried pushing and popping around the call to your OpenGL code?
   -Paul


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] ] On Behalf Of Dorosky, Christopher G
Sent: Tuesday, November 20, 2007 3:29 PM
To: OpenSceneGraph Users
Subject: [osg-users] Mixing GL

Hi all,

What is the easiest way to protect myself from a GL app that I am calling that isn't cleaning up after itself? I think that it is changing the states or attrs, or vertex arrays or something, so that osg lazy eval gets messed up.

We have called
state::dirtyAllModes
dirtyAllAttributes
dirtyAllVertexArrays()

but it doesn't seem enough.

Maybe we are missing a state.

Is there either a getAllStates() that we can call to do this to, or a disableLazyEval, or something?

Thanks,

Chris
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