HI Preet,

You'll need to rest OpenGL into consistent state when moving between
Qt and the OSG.  I don't know anything about QGLFrameBufferObject so
can't comment on what state it'll be managing.

What I can say is that the OSG has it's own native FBO support that
will work just fine all by itself and normally there wouldn't be any
need to get QT involved.  Personally I'd try to keep Qt out for doing
too much OpenGL work itself.

Robert.

On 5 July 2012 01:30, Preet <[email protected]> wrote:
> Hi.
>
> I have a scene consisting of just an osgText object and its shaders.
> The scene works fine in a default application where OpenSceneGraph is
> the only library being used, but won't render correctly when I try to
> draw to a QGLFrameBufferObject. Drawing to the FBO works fine if I
> don't use osgText (other than text, I've just tried simple models so
> far).
>
> Using osgText 'messes' the Qt UI up, by changing the order of what (Qt
> items) are painted or changing their size or stretching them...
> nothing from OSG seems to be painted at all.
>
> I'm guessing there's a conflict with OpenGL calls between Qt and OSG.
> OSG is set up using GraphicsWindowEmbedded, and in Qt, I bind my
> framebuffer before calling osgViewer's frame(), and release it after.
> I'm lost as to why using osgText of all things would cause this issue.
> Just the inclusion of osgText in my scene tree causes the problem.
> Does anyone have any suggestions as to how I can force Qt and OSG to
> play nice?
>
>
> Preet
> _______________________________________________
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> [email protected]
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