> Take a look at Robert's response to my question (thread > titled "Problems rendering both OpenGL and OSG"). I had/have > a very similar situation. > What worked for me was to encapsulate the OpenGL drawings and > then add it to the Camera node's pre or post callback, as appropriate. > > http://openscenegraph.net/pipermail/osg-users/2007-July/079967.html > > Using the callback methods, everything works great for me. I > just had to be careful with the state attribute bits, but > I've worked through that issue. > > chuck
Good point, and thanks for bringing that up again. That might help the original poster. However, I'd think that what he's trying to do should work without placing his OpenGL code in a Camera callback. If I remember correctly, your issue was caused by the lack of a current rendering context, problem introduced by using osgViewer. This guy is using SceneView, so he has control over the context and (presumably) has it current when he's issuing OpenGL commands. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/