[osg-users] Setting OpenGL state manually then rendering via OSG

2011-12-27 Thread Sean O'Connell
Hi,

I'm a little stuck on solving an issue related to integrating a standalone 
OpenGL-based API with a simple OSG demo.  The OpenGL library sets some states 
in the background, specifically: framebuffer object, multisampling, stencil 
tests, scissor tests and viewport settings.  How do I tell OSG to use these 
default settings when it runs?

The OpenGL library essentially dictates to my application N view points to 
render the scene from, so it passes back to me projection and modelview 
matrices and assumes that I don't change certain states after that point (which 
include the ones I described above).  After I pass the matrices to the current 
Camera class object, how/where would I tell OSG not to change the bound 
framebuffer, mess with enabling/disabling multisampling, and the other OpenGL 
states I mentioned?

I've read that you can integrate OSG into an existing OpenGL application that 
creates its own window and sets state, but I can't seem to find an example to 
show me how to do what I need.

Thank you!

Cheers,
Sean

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Re: [osg-users] Setting OpenGL state manually then rendering via OSG

2011-12-27 Thread Paul Martz
Required background reading for this topic comes from a June 16 2010 post by Tim 
Moore with subject line: articles on StateSet, State, and StateGraph.


Check out these two URLs:
http://www.bricoworks.com/articles/stateset/stateset.html
http://www.bricoworks.com/articles/stategraph/stategraph.html
That might not answer your questions, but it's required reading and quite 
informative.


I'd also advise you to review the RenderStage.cpp source code, which is where 
OSG sets much of the state that you're concerned with.

   -Paul


On 12/27/2011 10:06 AM, Sean O'Connell wrote:

Hi,

I'm a little stuck on solving an issue related to integrating a standalone 
OpenGL-based API with a simple OSG demo.  The OpenGL library sets some states 
in the background, specifically: framebuffer object, multisampling, stencil 
tests, scissor tests and viewport settings.  How do I tell OSG to use these 
default settings when it runs?

The OpenGL library essentially dictates to my application N view points to 
render the scene from, so it passes back to me projection and modelview 
matrices and assumes that I don't change certain states after that point (which 
include the ones I described above).  After I pass the matrices to the current 
Camera class object, how/where would I tell OSG not to change the bound 
framebuffer, mess with enabling/disabling multisampling, and the other OpenGL 
states I mentioned?

I've read that you can integrate OSG into an existing OpenGL application that 
creates its own window and sets state, but I can't seem to find an example to 
show me how to do what I need.

Thank you!

Cheers,
Sean



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