[osg-users] Integration of OGL draw() method

Vican, Justin E. jvican at draper.com
Fri Oct 19 10:28:01 PDT 2007


Hi Bob,
I've done this by deriving an osg::Drawable class, and overriding the
drawImplementation method to call my OGL code.  I then stick this
drawable in a osg::Geode and insert into the scenegraph.  This approach
has worked equally well with hand coded legacy OGL code and with code
generated by 3rd party OGL code generators like GLStudio.

-Justin

-----Original Message-----
From: osg-users-bounces at lists.openscenegraph.org
[mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Friday, October 19, 2007 11:43 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Integration of OGL draw() method

2. would work, and a variant on that is to derive your own Drawable and
override drawImplementation() to issue your OpenGL calls. Again, you'd
have
to assign a max render bin number to the Drawable's StateSet.
   -Paul


> 
> I have some 3rd party OGL code that needs to draw (add some 2D/3D
> decorations) directly to the framebuffer after everything 
> else is drawn (i.e. right before swapBuffers).
> 
> What would be the best way to do this:
> 
> 1. add a call in Viewbase.cpp to call the 3rd party draw() 
> method right before swapBuffers().
> 
> 2. a draw callback on a scenegraph node assigned to the 
> highest number render bin.
> 
> 3. other ways?
> 
> Thanks.
> 
> 
> Bob.
> --
> Robert E. Balfour, Ph.D.
> Exec. V.P. & CTO,  BALFOUR Technologies LLC 960 South 
> Broadway, Suite 108, Hicksville NY 11801
> Phone: (516)513-0030  Fax: (516)513-0027  email: bob at BAL4.com 
> _______________________________________________
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negraph.org

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