The FAQ is for 1.2 http://www.vis-sim.com/osg/osg_faq_1.htm#f40 so it may be different for 2.x not, I'm still stuck on 1.2 until the new year
But you can push all bits along the lines of glPushAttrib( GL_ALL_ATTRIB_BITS ); glMatrixMode( GL_PROJECTION ); glPushMatrix(); glMatrixMode( GL_TEXTURE ); glPushMatrix(); glMatrixMode( GL_MODELVIEW ); glPushMatrix(); // //........................ // Your code here... // //........................ // glMatrixMode( GL_TEXTURE ); glPopMatrix(); glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); glPopMatrix(); glPopAttrib(); _____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dorosky, Christopher G Sent: Wednesday, November 21, 2007 11:33 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Mixing GL yup. I might be missing something though. Don;'t know intelligent way to do other than to push each mode,attr, then pop them. Is there an overall one? _____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Tuesday, November 20, 2007 5:50 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Mixing GL Have you tried pushing and popping around the call to your OpenGL code? -Paul _____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dorosky, Christopher G Sent: Tuesday, November 20, 2007 3:29 PM To: OpenSceneGraph Users Subject: [osg-users] Mixing GL Hi all, What is the easiest way to protect myself from a GL app that I am calling that isn't cleaning up after itself? I think that it is changing the states or attrs, or vertex arrays or something, so that osg lazy eval gets messed up. We have called state::dirtyAllModes dirtyAllAttributes dirtyAllVertexArrays() but it doesn't seem enough. Maybe we are missing a state. Is there either a getAllStates() that we can call to do this to, or a disableLazyEval, or something? Thanks, Chris
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