Hi,
I've got a third party product that does a bunch of openGL stuff inside
the drawImplementation of a custom drawable. The third party stuff I use
seems to leak state (it changes a bunch of indeterminable stuff in
openGL) and that's causing weirdness with the rendering of the rest of
my scene (textures turn blueish for example).
I'd like to save the entire openGL state machine before the third party
touches openGL, then restore it after. I'm doing the following but it's
not quite working for me.
glPushAttrib(GL_ALL_ATTRIB_BITS);
.... do open gl stuff....
glPopAttrib();
Is there an OSG call to make to do this? Perhaps other openGL calls?
Thanks,
Brett
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