Hi Kevin,

Well osgvp is quite large currently, but you can take a look to
libosgvp-viewer library and take only what you need. If you feel
comfortable with maven, you can try to compile it and use only
libosgvp-viewer and libosgvp-core library. Currently trunk compiles
against osg 2.8.2, but you can use a trick to compile it against osg
trunk just setting the OSG_DIR env var pointing to the osg compiled
sdk.

This two libraries allow to create the context using jogl with the
first method that Robert commented. You can take libosgvp-viewer and
use it and even with a few mods I think you can use without all the
libosgvp-core wrappers.

The JNI code is inside osgvp/libosgvp/libjni-osgvp/, so you can take a
look there and use the code you need.

Good luck with  your project,
Rafa.


On Wed, Jan 6, 2010 at 7:05 PM, Robert Osfield <robert.osfi...@gmail.com> wrote:
> Hi Kevin,
>
> I know nothing about Java/JNI so can't comment on the specifics, but
> in general I'd suggest that you could use the
> osgViewer::GraphicsWindowEmbedded functionality that enables the
> standard osgViewer::Viewer/CompositeViewer to handle a single window
> without doing any of its own windows/wgl/glx calls - leaving these
> entirely up to the calling application.  For examples of this in
> action have a look at the osgviewerSDL and osgviewerGLUT examples that
> come as part of the OSG's example set.  Such a embedded window is fine
> for most apps that just require a single window and single threading
> of the viewer, but isn't a scalable as the native OSG windowing
> implementations.
>
> Another route might be to try and get the underlying window handle of
> a window created by java and then pass this to
> osgViewer::GraphicsWindowWin32/X11 using it's support for inheriting
> windows and adding it's own graphics context.  This approach is the
> most flexible w.r.t the OSG as it enables the OSG to handle threading
> and multiple graphics contexts directly.
>
> Robert.
>
> On Wed, Jan 6, 2010 at 5:05 PM, Kevin Tacke <kta...@gmail.com> wrote:
>> We currently have an application that is built around the OSG Viewer using a 
>> glut window.  We are interesting in adding a considerable GUI interface to 
>> the application and we would prefer to use JAVA to implement the GUI.  So 
>> basically I am trying to find a way, probably using JOGL, to create the GUI 
>> and graphics window on the JAVA side and perform all of the drawing on the 
>> C++/OSG side.
>>
>> I think I should be able to create a glContext on the JAVA size, with JOGL, 
>> and when making a call to C++ with JNI have access to the same context as 
>> long as it is done within the same thread.  Unfortunately, I have not 
>> figured out how to assign the JAVA created glContex, retrieved with a call 
>> to wglGetCurrentContext, to the OSG Viewer/Camera.
>>
>> I know that osgvp has created a JAVA/JOGL/JNI interface to OSG but it looks 
>> like a lot of effort went into creating the JNI interface and making calls 
>> into OSG.  I would really like to reduce the JNI to little more than init, 
>> display, keyboard, and mouse functions.
>>
>> Any help is appreciated.
>>
>> Thanks,
>> Kevin
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=22166#22166
>>
>>
>>
>>
>>
>> _______________________________________________
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Rafael Gaitán Linares
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to