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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