I was really hoping for some kind of reply from my last email about this.. but perhaps my question was too vague..
To summarize: I have a complex OpenGL program which used to run in SDL on OS X. I am trying to change that to run inside the OSG Viewer system on OS X. I have done this the other way around many times without any problems. i.e. OSG inside an OpenGL program, where it used the graphics context provided by that program. I don't want to do that in this case as SDL has various issues I need to get away from. By changing OSG to SingleThreaded I have removed the crash, and wonder if the new 'main loop' in 2.2 with only one call has anything to do with this. Perhaps my OpenGL and OSG are conflicting somehow. My code is not multi-threaded either. I am obviously preserving OpenGL settings on the stack between my OpenGL and OSG's code. OSG is handling the display updating, and simply drawing a HUD and some triangles - this is based on the OSG Hud example. Currently I get one frame of both OSG and my OpenGL before my OpenGL stuff appears to disappear. I am not getting any OpenGL errors, and my OpenGL code is still clearing the screen. I have turned that off in OSG and it just draws any objects I give it. I make extensive use of FrameBuffers and textures in my OpenGL code.. Could this be the cause of any problem? Do I need to do anything clever if I am using multiple FrameBuffers outside of OSG? Kind regards, Stephen. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

