Hi Ed -- Actually, your email below makes it sound like you'll have an
easier time of it that I did, since it sounds like your existing render code
doesn't make any assumptions about OpenGL state. If that's the case, then
I'd think that simply wrapping your OSG cull/render traversal code with
glPushAttrib/glPopAttrib should address the state problem.
   -Paul


> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Ed
> Sent: Thursday, November 09, 2006 10:37 AM
> To: osg users
> Subject: Re: [osg-users] How difficult is it to integrate OSG 
> code into anexisting OpenGL application?
> 
> Let me further describe my situation.  I think I may not have 
> as many issues as first thought.
> 
> First, I mispoke.  The existing OpenGL application is 
> actually a library.
> 
> The ONLY reason I am investigating the possibility of putting 
> OSG code into this existing library, is that there is a 
> history, or traceability, of the library, based on several 
> years of government spending.  If I can simply add another 
> interface function to add the ability to render scene type C, 
> then the current user base should, in theory, be able to drop 
> the new lib into their apps, and call my function and 
> voila.... Scene Type C.
> 
> Granted I could just brute force straight opengl into the new 
> render code, but I think OSG will do the job better and faster.
> 
> At the point where I take control of the opengl state with my 
> new OpenGL render function, I don't know that state control 
> will be returned to the original lib code.  In other words, 
> the lib code establishes the X-Window, Render Context, Set 
> OpenGL State, etc. Then I render my OSG scene then  quit.  In 
> this case, can I simply wrap the OSG code, as Paul mentioned, 
> with gl(Push/Pop)Attrib? 
> 
> Does this additional information change any indications that 
> it is possible, but maybe more straight forward?
> 
> Ed
> 
> 
> Robert Osfield wrote:
> > HI Ed,
> >
> > Others users have embedded the OSG into existing OpenGL 
> applications 
> > so it is possible.  It it isn't all straight forward, mainly due to 
> > the issues of managing OpenGL state.
> >
> > I'm hoping Paul Martz will volunteer his experiences, as he 
> did just 
> > this at his previous job ;-)
> >
> > Robert.
> >
> > On 11/9/06, Ed <[EMAIL PROTECTED]> wrote:
> >> How difficult is it to integrate OSG code into an existing OpenGL 
> >> application?
> >>
> >> Let's say I have an application which renders 2 different types of 
> >> scene.  The app reads in object data, material information 
> etc. etc.
> >> then enters a framing loop and calls the main Render function.
> >> Something like this:
> >>
> >> InitializeXWindowGLContextEtc()
> >> InitializeObjects()
> >> InitializeRest()
> >> while (still need to render)
> >>     RenderSceneA()
> >>
> >> Or  maybe the app calls RenderSceneB()
> >>
> >> while (still need to render)
> >>     RenderSceneB()
> >>
> >> I want to add my own Render function which uses OSG
> >>
> >> while (still need to render)
> >>     RenderSceneC_OSG()
> >>
> >> Is this possible?  Difficult?  Are there examples?
> >>
> >> Ed
> >>
> >>
> >> _______________________________________________
> >> osg-users mailing list
> >> [email protected]
> >> http://openscenegraph.net/mailman/listinfo/osg-users
> >> http://www.openscenegraph.org/
> >>
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> >
> 
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