Hi Fred,

You won't be able to do threading and the GraphicsWindowEmbedded
functionality, the two are mutually exclusive as the embedded feature
is just a crude non op implementation of a proper GraphicsWindow, so
there isn't an implementation of makeCurrent, releaseContext and
swapBuffers that are required for multi-threaded and multi-context
work.

If you want threading then rather than embedded the OSG why not embed
the 3rd party OpenGL code in an OSG created graphics context via a
Camera pre/post draw callback.

As for insulating state changes, you'll need to use a glPushAttrib/glPopAttrib.

Robert.

On Wed, Sep 23, 2009 at 4:03 PM, Frederic Marmond <[email protected]> wrote:
> Hello world,
>
> I'm making a study on how integrate OSG inside an external openGL engine.
> I know it's not the best use of osg, ok... :)
>
> So I used osgViewer::Viewer::setUpViewerAsEmbeddedInWindow() as a start.
> It's ok, as long as I don't modify the opengl state outside OSG.
> => how may I force OSG to consider the opengl state has changed (and
> so, re-apply all its states) ?
> => using that technique, would I be able to cull / draw osg stuff in
> separate threads (handled by the hosting engine) ?
>
> thanks in advance for any answer or tips...
>
> cheers !
> Fred
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to