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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