Re: [osg-users] Rendering OSG objects inside an existing OpenGL loop

2016-03-07 Thread Clement Begotto
Thank you so much for the quick answer. I didn't knew about the setClearMask(0) method, It works fine now. ... Thank you again ! Cheers, Clement -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66498#66498

Re: [osg-users] Rendering OSG objects inside an existing OpenGL loop

2016-03-04 Thread dimi christop
You can render GL objects creating an osgNode and overwriting the drawing call.There is an example how to do it in the OSG CookBook of Packt Publishing.I dont remember if there is a demo in the exmaples though. On Friday, March 4, 2016 11:23 AM, Clement Begotto

Re: [osg-users] Rendering OSG objects inside an existing OpenGL loop

2016-03-04 Thread Christian Buchner
The osg Camera has a clear mask, which you can set to not clear the Depth and the Color buffer. Christian 2016-03-03 18:31 GMT+01:00 Clement Begotto : > Hi, > > I am working on a software which already has its existing OpenGL context > and loop. I have to represent

[osg-users] Rendering OSG objects inside an existing OpenGL loop

2016-03-04 Thread Clement Begotto
Hi, I am working on a software which already has its existing OpenGL context and loop. I have to represent objects with different Level of Detail and I have decided to use OSG because it manages itself LODs that have to be displayed. The problem is that some objects are drawn before and after