Hi all,

does anybody know if it's possible to create an osg::GraphicsContext that's sharing an existing OpenGL context (created by SDL, i.e. not wrapped in another GraphicsContext)?

What I'm trying to solve is:
- SDL creates an OpenGL context
- create an osgViewer that's sharing the SDL OpenGL context (pass the context pointer as traits->sharedContext?)
- the OSG context should be off-screen if possible
- OSG would then render a FBO camera to an attached texture and the texture ID 
could
  be used in SDL to display the result
- the point is to avoid OGL state conflicts between the existing app and OSG

Any comments, ideas, etc. are welcome.

Cheers,
/ulrich
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