I don't know if there's any Performer-to-OSG porting guide around, but OSG is pretty close to Performer in most respects. You might want to consider doing this in two passes - port to the Performer C++ API first, then do the Performer-to-OSG port, as I suspect that going from Performer-C++ to OSG will be quite a bit easier than trying to do both conversions in the same step.

There's pretty much a one-to-one relationship between the scenegraph classes in Performer and OSG, though OSG does allow you to attach graphics state info anywhere in the scenegraph instead of just on the 'leaves'. The biggest difference is in the 'leaf' nodes - osg::Geometry does things rather differently that pfGeoSet.

Definitely look at the Performer .pfb loader in src/osgPlugins/pfb. It's probably the best guide for how to map the scenegraph elements onto their OSG equivalents, and if you enable compilation of it you can still load any .pfb files you have.

You also might need to look at Producer/osgProducer for the equivalents to pfPipeWindow/pfChannel and other windowmanager-related stuff (don't remember the details, it's been several years since I worked with Performer)

Don

Glenn Meyer wrote:
I have a large OpenGL Performer application written in C that I want to port to C++ and OSG. Does anyone know of a Performer-to-OSG porting guide online or in print?

Thanks.

Glenn

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+----------------------------------------+
|  Don Tidrow                            |
|  Visualization Software Engineer       |
|  SAIC                                  |
|  ph: 703-253-1094                      |
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