Hi, I learn osg now and want to use it for 3D-game. So the architecture based on viewer.run() can't be used. In "OpenSceneGraph Quick Start Guide" about other approach was explained in a pretty general sense:
> 3.1 Rendering > OSG doesn’t hide any functionality. OSG exposes the lowest levels of its > functionality > to your application. If you want complete scene graph rendering control, you > can write > code to perform the following operations in your application. > • Develop your own view management code to modify the OpenGL model- > view matrix. > • Create a window and an OpenGL context, and make them current. Write > the > code to manage multiple windows and contexts if your application > requires it. > • If your application uses paged databases, start the > osgDB::DatabasePager. > • Instantiate osgUtil::UpdateVisitor, osgUtil::CullVisitor, and > osgUtil::RenderStage objects to implement the update, cull, and draw > traversals. If you really want total control, design your own > classes to perform > these traversals. > • Write a main loop that handles events from the operating system. > Call into > your view code to update the model-view matrix. > • Call glClear() before rendering a frame. Execute update, cull, and > draw > ... So how to use osg as a complement to OpenGL but without letting osg to control OpenGL (and my main loop) fully? Any references will be helpful. Thank you. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8732#8732 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

