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
Re: [osg-users] OSG with existing application
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
[osg-users] OSG with existing application
Hello, I am currently working on merging OSG into and existing application that my company has. This application uses DirectX - specifically Direct3D, DirectInput, and DirectShow. I'd like to be able to use the existing components side by side (different windows within the same parent window) with a new OSG piece. Does anyone know where I can find some info about using OpenGL and DirectX in the same app? Please don't say use google because I tried that already and didn't have luck J. If I have to I can strip out all the D3D stuff but I can't get by without DirectInput and DirectShow. Thanks Brad Huber ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG with existing application
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. Thanks -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Thursday, January 29, 2009 5:30 PM To: 'OpenSceneGraph Users' Subject: [osg-users] OSG with existing application Hello, I am currently working on merging OSG into and existing application that my company has. This application uses DirectX - specifically Direct3D, DirectInput, and DirectShow. I'd like to be able to use the existing components side by side (different windows within the same parent window) with a new OSG piece. Does anyone know where I can find some info about using OpenGL and DirectX in the same app? Please don't say use google because I tried that already and didn't have luck J. If I have to I can strip out all the D3D stuff but I can't get by without DirectInput and DirectShow. Thanks Brad Huber ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG with existing application
Brad, I can't speak to D3D, but we've successfully used OSG and DirectShow together in the same app, no problems. Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Thu, Jan 29, 2009 at 7:29 PM, Brad Huber br...@procerusuav.com wrote: Hello, I am currently working on merging OSG into and existing application that my company has. This application uses DirectX – specifically Direct3D, DirectInput, and DirectShow. I'd like to be able to use the existing components side by side (different windows within the same parent window) with a new OSG piece. Does anyone know where I can find some info about using OpenGL and DirectX in the same app? Please don't say use google because I tried that already and didn't have luck J. If I have to I can strip out all the D3D stuff but I can't get by without DirectInput and DirectShow… Thanks Brad Huber ___ 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
Re: [osg-users] OSG with existing application
Hi Brad, I can't speak to D3D, but we've successfully used OSG and DirectShow together in the same app, no problems. Like Glenn, I haven't done this personally, but I don't see why it shouldn't be possible. In theory, you should just be able to link OSG into your app, point your project files to the headers, and use it. D3D should not interfere with that. Just make sure your include path and linker settings are correct (i.e. test it out by making a smaller test project first to get a feel for what you need to do). One thing I do remember though is that D3D by default changes some FPU settings on startup (presumably to use lower-precision but faster floating point math). You have to pass it a specific flag (D3DCREATE_FPU_PRESERVE) when you create your D3D device in order to disable this. If you don't, it will affect other parts of your program too, in this case OSG. Google D3DCREATE_FPU_PRESERVE for more information, including lots of blogs saying that this flag should really be used by default... :-) But other than that, I think it should work. Which of course doesn't help you at all find out why it doesn't work... Sorry I can't help more. Good luck, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org