[osg-users] [osg-users[ Viewer as emmbeded and existing modelview and projection matrices

Thomas Hogarth thomas.hogarth at gmail.com
Mon Apr 18 09:11:48 PDT 2011

Hi Guys

Thanks for the speedy replies, yes seems like using the same model view
matrix for the osg camera and then ensuring I reapplied the originals the
next time round. They were only getting applied on setup by the original app
then being read back from OpenGL before being applied again so think it was
actually copying my incorrect osg matrix.

So now I have an osg model surrounded by raw OpenGL gui, nice.

I've finally landed some contract work and convinced them that osg is root
to take for quickly adding animated 3d models to their app. It's for the IOS
platform so fingers crossed all goes well.


On 18 April 2011 16:22, Robert Osfield <robert.osfield at gmail.com> wrote:

> Hi Thomas,
> The OSG's cull traversal requires information about the viewport,
> projecton and view matrices, and the draw traversals use this data in
> the draw traversal, so.... you have to pass them in via the setting of
> appropriate OSG data structures like osg::Camera.  Applying viewports,
> projection and modelview matrices is pretty lightweight so setting it
> multiple times in the draw traversal of your application won't be a
> performance issue.
> Robert.
> On Mon, Apr 18, 2011 at 3:19 PM, Thomas Hogarth
> <thomas.hogarth at gmail.com> wrote:
> > Hi All
> > I'm currently working on added some osg functionality to an existing
> opengl
> > es app. The application already applies all the relavent matrix and
> > viewport information.  I was wondering if there was a simple way to just
> > draw my osg viewer but without applying any matrix or viewports to the
> > current GL state?
> > Cheers
> > Tom
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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