Its not too hard to do, the way I have do this is to derive my own node from osg::Drawable
and the main function to them create is virtual void drawImplementation( osg::State& state ) const ( there are a few others ) But you do all your opengl in drawImplementation(...) make sure you leave Opengl in the same state you entered otherwise you will screw OSG's state management And in your osg::Drawable constructor call setUseDisplayList(false) otherwise you will only get called once, also you will have to see the bounding box up.. See the OSG examples on creating nodes and simply replace drawable with your custom drawable Works well for us.... ( apologies for not having a sample I can share at this time) Best Regards Gordon __________________________________________________________ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __________________________________________________________ Telephone (Cell): (+1) 214-477-8914 Telephone (Work): (+1) 703-437-7651 "Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival" - Master Tambo Tetsura -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ivan Bolèina Sent: Monday, December 11, 2006 3:03 PM To: osg users Subject: [osg-users] How to render one node just by using generic OpenGL API I want to render one node using glBegin() and other OpenGL commands. The point is, I don't have static geometry, so I would like to render it on my own. thanks
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