OSG isn't really designed to be used as just a dumb model loader and
rendered. It's a scene graph, so it has facilities for doing things you
would do in a scene graph, like culling, for example.
 
You could, in theory, write a NodeVisitor to traverse the scene graph and
render the Drawables. However, you would almost certainly need to handle
state and transformations encoded in the scene graph by the model loader.
 
It'd be easier for you to use the osgUtil::SceneView class. Attach your
loaded model, then call SceneView update(), cull(), and draw() each frame.
There are some gotchas with this approach, but this seems like the least
invasive way for you to proceed. Unfortunately, SceneView will be deprecated
in a future OSG release.
 
When I first started integrating OSG with an application at my former
employer, we elected to use the SceneView route, so I'm familiar with the
bumps you might run into along the way. Feel free to post back if you
encounter issues.
   -Paul
 


  _____  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of martin rogers
Sent: Monday, July 16, 2007 4:36 AM
To: [email protected]
Subject: [osg-users] Using OSG just for model rendering


Hi All

I'm a bit new to OSG and I've not managed to find anything coming close to
what I'd like to do in the archives so I thought I might post here and see
what you guys think!

I have an application that is written purely in OpenGL, and I have the need
to load a few simple models into the scene. 
I'm wondering if I can make use of OSG purely to load the model and render
it when required, I don't really want to do anything more elaborate than
that.
I notice that the osg::drawable class has a draw method, so I'm thinking
that in my app when I'm doing my GL stuff, I should traverse the graph from
the node that is returned from loading the file, looking for these
osg::drawable nodes then calling the draw function.

Am I going about this the right way? 
Any feedback most welcome!

Martin


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