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

Robert Balfour bob at BAL4.com
Fri Oct 19 07:05:31 PDT 2007


That's what I tried, based on what Paul said, and it seems to be working
well.  Thanks...

Is there a #define for the "highest number renderbin" ?, or a safe
number to use?

Bob.
----------------------


Vican, Justin E. wrote:
> 
> 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
> > _______________________________________________



More information about the osg-users mailing list