[osg-users] My own main loop witout viewer.run()
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SlavStuff at yandex.ru
Wed Mar 18 13:10:00 PDT 2009
Hi,
I learn osg now and want to use it for 3D-game. So the architecture based on viewer.run() can't be used.
In "OpenSceneGraph Quick Start Guide" about other approach was explained in a pretty general sense:
> 3.1 Rendering
> OSG doesn’t hide any functionality. OSG exposes the lowest levels of its functionality
> to your application. If you want complete scene graph rendering control, you can write
> code to perform the following operations in your application.
> • Develop your own view management code to modify the OpenGL model-
> view matrix.
> • Create a window and an OpenGL context, and make them current. Write the
> code to manage multiple windows and contexts if your application requires it.
> • If your application uses paged databases, start the osgDB::DatabasePager.
> • Instantiate osgUtil::UpdateVisitor, osgUtil::CullVisitor, and
> osgUtil::RenderStage objects to implement the update, cull, and draw
> traversals. If you really want total control, design your own classes to perform
> these traversals.
> • Write a main loop that handles events from the operating system. Call into
> your view code to update the model-view matrix.
> • Call glClear() before rendering a frame. Execute update, cull, and draw
> ...
So how to use osg as a complement to OpenGL but without letting osg to control OpenGL (and my main loop) fully?
Any references will be helpful.
Thank you.
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8732#8732
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