FYI, I appear to have this issue fixed/working.
I thought it might be a problem caused by conflict between D3D and OSG/OpenGL but really it was a problem caused by a bunch of #defines in our app which made OSG not compile... Thanks -Brad -----Original Message----- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Friday, January 30, 2009 2:42 AM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG with existing application Hi Brad, On Fri, Jan 30, 2009 at 12:32 AM, Brad Huber <br...@procerusuav.com> wrote: > I should mention that I've already been working on bringing OSG in to the > existing app but haven't been had luck yet. That's why I'm hoping someone > can point me to any helpful info. Mixing the OSG with an exisitng OpenGL graphics context that has it's state being manipulated by existing OpenGL is awkward, but this is a very different problem than just opening up an OpenGL window alongside another OpenGL or D3D graphics context that doesn't share any state. For mixing other OpenGL code and OSG within a single graphics context is possible, many others have done it before you, but it is a bit awkward, this isn't thread to discuss it though so I'll not dive in any further. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org