Hi Jared,

I'm not familiar with speed tree, but it probably can be intergrated
as a custom drawable, have a look at the osgteapot example.  Important
things will be setting the bounding volume of the drawable and keeping
the state consistent use state.dirty*() calls or
glPushAttrib/glPopAttrib to stop speedtreeRT bleeding state into the
OSG rendering.

Robert.

On 10/23/06, Jared M Johnson <[EMAIL PROTECTED]> wrote:
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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