Hi Steffen,

> I have to calculate the different views I want to interlace
> and put them into the vector of GL textures.
> How do I do this best?

Change your algorithm to use shaders and combine your views in one shader 
program.

> Or can I convert GL textures wrapped by OSG as
> osg::Texture2D into the GL textures? Then I could render my
> views into osg::Texture2Ds and put them into the vector.
> And how do I use the texture I get from the API in OSG
> afterwards? Can I somehow create an osg::Texture2D from it?
> 
You do not have to convert them, this is the same. There exists api methods to 
get texture id from the osg:Texture2D, which can be used in your OpenGL code. 
However I would suggest to use shaders and to bind the textures directly as 
input to the shader.

Best regards,
Art


> I would be very happy if someone could give me a hint what
> the best way to do this would look like or what I should
> search for to perhaps find some examples since I wasn't
> very successful until now.
> 
> Thanks a lot,
> Steffen
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