Hello Robert,

After looking at both of the suggested examples (osgviewerSDL and osgviewerGLUT) I have a couple of questions. First, with SceneView we handed off the context ID to OSG, now it looks like we provide context information to osgViewer through the window's initial position? Is this correct? Is there anyway to hand off the context ID instead of using the setUpViewerAsEmbeddedInWindow interface? Second, what is the appropriate way to handle multiple contexts with the GraphicsWindowEmbedded interface? Third, currently we do our update traversal and cull/draw on two separate threads, what is the appropriate way to handle this? I do not see a way to separate these two operations with the examples provided that use the frame call. Fourth, we currently make calls to SceneView like:

        sv->setViewport( );
        sv->setProjectionMatrix( );
        sv->setViewMatrix( );

are these same calls made on the osgViewer camera just like in SceneView? Fifth, we currently setup the OpenGL matrix stack with calls like:

    glPushAttrib( GL_ALL_ATTRIB_BITS & ~GL_TEXTURE_BIT );
    glPushAttrib( GL_TRANSFORM_BIT );
    glPushAttrib( GL_VIEWPORT_BIT );

    glMatrixMode( GL_MODELVIEW );
    glPushMatrix();

    glMatrixMode( GL_PROJECTION );
    glPushMatrix();

   //do cull/draw

    glMatrixMode( GL_PROJECTION );
    glPopMatrix();

    glMatrixMode( GL_MODELVIEW );
    glPopMatrix();

    glPopAttrib();
    glPopAttrib();
    glPopAttrib();

is this still required or is osgViewer hiding this somewhere? Thanks for the help.

Doug

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