2. would work, and a variant on that is to derive your own Drawable and
override drawImplementation() to issue your OpenGL calls. Again, you'd have
to assign a max render bin number to the Drawable's StateSet.
   -Paul


> 
> I have some 3rd party OGL code that needs to draw (add some 2D/3D
> decorations) directly to the framebuffer after everything 
> else is drawn (i.e. right before swapBuffers).
> 
> What would be the best way to do this:
> 
> 1. add a call in Viewbase.cpp to call the 3rd party draw() 
> method right before swapBuffers().
> 
> 2. a draw callback on a scenegraph node assigned to the 
> highest number render bin.
> 
> 3. other ways?
> 
> Thanks.
> 
> 
> Bob.
> --
> Robert E. Balfour, Ph.D.
> Exec. V.P. & CTO,  BALFOUR Technologies LLC 960 South 
> Broadway, Suite 108, Hicksville NY 11801
> Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED] 
> _______________________________________________
> osg-users mailing list
> [email protected]
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negraph.org

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