The only way you're going to be able to achieve this is if you build OSG using 
ANGLE in place of desktop OpenGL.

You have to configure your Windows osg project to use OpenGL-ES and to look in 
the specific place you have put the ANGLE headers and libraries. I posted a 
year or two ago about how I got it all going using the built version of ANGLE 
that ships with Qt. There are separate gitHub projects from Google and 
Microsoft with their own working versions of the project. Microsoft's one is 
focused on a version for Windows 10 store apps, and they have a few more bits 
of information about DirectX interoperability here:

https://github.com/Microsoft/angle/wiki/Interop-with-other-DirectX-code


-----Original Message-----
From: osg-users [mailto:[email protected]] On Behalf 
Of Shayne Tueller
Sent: 28 December 2016 21:54
To: [email protected]
Subject: [osg-users] mixing Direct3D and OSG...

Hello,

I have a Direct3D app in where I need to render a background image using OSG. 
The approach I was thinking of using is to use off-screen memory or context to 
render the OSG imagery and then try to load the results into a Direct3D surface 
somehow. Perhaps a render-to-texture sort of approach?

Is something like this feasible? Is there a better approach to doing this?

In case someone asks, porting in either direction is not possible at this 
time...

Thank you!

Shayne

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69787#69787





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