Hi Max,

The topic of mixing OpenGL code with the OSG has been discussed many
times on osg-users so have a look through the archives on this topic.
glPushAttrib would also be a good keyword to search on.

Robert.

On Fri, Sep 5, 2008 at 6:42 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> Hello Robert,
>
> Thank you very much for your reply.
>
> My thoughts exactly. But how do I save and restore the opengl state in its
> entirety? I tried pushing/popping the modelview, projection and even the
> texture matrices around calling viewer->frame(). I also explicitly glGet'ed
> them and loaded them again after OSG was done in case push/pops were not
> matched properly inside OSG.
>
> What else is there to save in the opengl state?
>
> Best regards,
> Max Pfingsthorn
>
> On 5 Sep 2008, at 17:40, "Robert Osfield" <[EMAIL PROTECTED]> wrote:
>
>> Hi Max,
>>
>> My guess is that Qt is changing OpenGL state which is not being
>> protected, and then you are mixing this with the OSG which assumes
>> that it has complete control over OpenGL state so gets messed up by
>> the QT changes to state, and also Qt OpenGL code is likely to be
>> messed up by the OSG changing state.
>>
>> I don't know enough about the Qt's implementation here to really
>> provide my insight.  Personally I'd rather keep Qt doing Windowing and
>> the OSG doing OpenGL.  If you want to mix things then you'll need to
>> start playing games with push and popping OpenGL state when entering
>> the Qt OpenGl code path, and also resetting OpenGL state after leaving
>> the OSG section.
>>
>> Robert.
>>
>> On Fri, Sep 5, 2008 at 4:16 PM, Max Pfingsthorn
>> <[EMAIL PROTECTED]> wrote:
>>>
>>> Dear users,
>>>
>>> this problem has been with me for a while. I've even tried it with other
>>> graphics engines (Ogre) to no avail.
>>>
>>> As shown in this toy project at Trolltech Labs
>>>
>>>
>>> http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/
>>>
>>> I would like to show a scene in the background of a QGraphicsView and I
>>> was very happy that the ViewerQT class already was a QGLWidget. However,
>>> there seems to be something scaled wrong after I call viewer->frame().
>>>
>>> Attached are a few screenshots and the code I have so far. I'm currently
>>> running Ubuntu 8.04.1 and I'm using the OSG 2.2 binaries that came with
>>> it. Beware that you need at least Qt 4.4 to compile this code.
>>>
>>> qt-osg-1.png and -2.png show how far I am at the moment. Number 2 shows
>>> the problem with scaling the window. OSG shows the scene fine in the
>>> background, but the widget I'd like to overlay is stretched. I believe
>>> the OpenGL version of QPainter draws in some normalized coordinates and
>>> the bounding box isn't properly updated. qt-osg-ok-1.png and -2.png show
>>> the same window sizes without calling viewer->frame(), and the scaling
>>> of the widget is ok. Just no scene in the background of course.
>>>
>>> I've traced the problem to osgViewer::Renderer::cull_draw(). I believe,
>>> when the geometry of the view is set, something makes Qt stop drawing
>>> correctly.
>>>
>>> In the function which calls viewer->frame() (in
>>> osgGraphicsView::drawBackground), I thought I save any sort of relevant
>>> OpenGL state, the projection matrix, model/view matrix, and even the
>>> texture matrix. After the call the viewer->frame(), I restore them
>>> again. Is there any other state that I might have overlooked which is
>>> set in the renderer? Also, do you have any idea why the Qt widget is not
>>> drawn entirely sometimes? Could it have something do to with buffer
>>> swaps?
>>>
>>> Thank you all for your help in advance!
>>>
>>> Best regards,
>>> Max Pfingsthorn
>>>
>>> _______________________________________________
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
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