I am doing an integration of OSG with speedtreeRT.

I am having a few problems related to getting these two programs to render correctly together. I'm using the SceneView class to render the OSG with a terrain and particle effects. Calling:

  sceneViewer->draw ();

Seems to clear the depth buffer, color buffer, and change my GL Viewport. Basically, it clears all of my trees that SpeedTree has just drawn, and the depth information of these trees. It also creates a smaller 800x600 frame within my 1024x768 initial frame. Is there a way to turn off this functionality, and have OSG let me do the frame clearing?

I have got OSG working correctly if I use it first, and then draw the speedtree trees afterwards, but I am using particle effects, so I think that these need to be drawn last, because they show up behind my trees.

I have tried to find all calls to glClear in the source code, but even commenting these out, the frames are still cleared. Should I be using a different class to render OSG? Any help would be appreciated.




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