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

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to