[osg-users] mixing Direct3D and OSG...
Alistair Baxter
alistair at mve.com
Wed Jan 4 06:49:27 PST 2017
The only way you're going to be able to achieve this is if you build OSG using ANGLE in place of desktop OpenGL.
You have to configure your Windows osg project to use OpenGL-ES and to look in the specific place you have put the ANGLE headers and libraries. I posted a year or two ago about how I got it all going using the built version of ANGLE that ships with Qt. There are separate gitHub projects from Google and Microsoft with their own working versions of the project. Microsoft's one is focused on a version for Windows 10 store apps, and they have a few more bits of information about DirectX interoperability here:
https://github.com/Microsoft/angle/wiki/Interop-with-other-DirectX-code
-----Original Message-----
From: osg-users [mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Shayne Tueller
Sent: 28 December 2016 21:54
To: osg-users at lists.openscenegraph.org
Subject: [osg-users] mixing Direct3D and OSG...
Hello,
I have a Direct3D app in where I need to render a background image using OSG. The approach I was thinking of using is to use off-screen memory or context to render the OSG imagery and then try to load the results into a Direct3D surface somehow. Perhaps a render-to-texture sort of approach?
Is something like this feasible? Is there a better approach to doing this?
In case someone asks, porting in either direction is not possible at this time...
Thank you!
Shayne
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69787#69787
_______________________________________________
osg-users mailing list
osg-users at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
More information about the osg-users
mailing list