I don't know how you perform your multi-pass rendering. But as far I understand 
the nodeMask, a node is traversed if the logical AND operator between the 
visitor mask and the node mask is not null. So, if you use two cameras, the 
first can have a mask to 0x1 to render the subgraph Node_1 and the second 
camera a mask to 0x2 to render the subgraph Node_4. If the other node has a 
mask to 0xF, they will be rendered by both cameras.

 

I'm not very good about rendering since my work is more about the generation of 
scenegraph. So, I hope I don't say wrong.

So, the best way is still to test on small example, and osg is good enough to 
code this kind of small test.

 

Eric Z.

 

________________________________

De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Viggo Løvli
Envoyé : jeudi 22 mai 2008 22:12
À : OpenSceneGraph Users
Objet : Re: [osg-users] Rendering the scene multiple timeswith differentshaders.

 

Hi Eric,

It looks to me like using the switch could be the solution for my needs.
I think that it would either have to be a switch, or a mask.

An example of what I want to do could be written like this:

Original part of my scene graph:
  Root
    |
    +--Node_1 (Specifies a states and a fragment shader)
    |    |
    |    +--Node_2 (Specifies a geometry to be rendered)
    |    |
    |    +--Node_3 (Specifies another geometry to be rendered)

Using the switch to make sure I can render the scene twice with different 
shader:
  Root
    |
    +--Switch
    |    |
    |    +--Node_1 (Specifies states and a fragment shader)
    |    |    |
    |    |    +--Node_2 (Specifies a geometry to be rendered)
    |    |    |
    |    |    +--Node_3 (Specifies another geometry to be rendered)
    |    |
    |    +--Node_4 (This is a clone of Node_1 where I have added a new shader)
    |    |    |
    |    |    +--Node_2 (This is the same node as Node_2 above)
    |    |    |
    |    |    +--Node_3 (This is the same node as Node_3 above)
    |    |
Conclusion: 
    - The switch will let one scene render use Node_1 and another scene render 
use Node_4.

Using a mask to achieve the same effect:
  Root
    |
    +--Node_1 (Specifies states and a fragment shader, MASK = 0x1)
    |    |
    |    +--Node_2 (Specifies a geometry to be rendered)
    |    |
    |    +--Node_3 (Specifies another geometry to be rendered)
    |
    +--Node_4 (This is a clone of Node_1 where I have added a new shader, MASK 
= 0x2)
    |    |
    |    +--Node_2 (This is the same node as Node_2 above)
    |    |
    |    +--Node_3 (This is the same node as Node_3 above)
    |
Conclusion: 
    - This should work as far as I have understood the mask system, and this 
time I do not need the switch node.
    - In this solution I would not need to alter the position of Node_1 in the 
tree.

It is essential for me to have a solution where I do not need to do any work in 
between each time I render the scene.

Viggo




________________________________

Date: Thu, 22 May 2008 17:14:09 +0200
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Rendering the scene multiple times with 
differentshaders.

I think use osg::Switch is right way to do.

You can set a StateSet to any Node, then (correct me if I'm wrong) all children 
will inherit the stateset.

So, I think about a graph like this:

 

    Root

       |

      ....

       |

     Switch

    ___|______________________________

    |                                                         |

    |                                                     
Node2->stateset(shader2)

Node1->stateset(shader1)                         |

    |_________________________________|

                                   |

                                   |

                              Rest of your graph

                                 ....

 

So you can insert this kind of switch to any subgraph which use another shader, 
you do not have to duplicates the rest of your subgraph since two parents can 
have the same child.

 

Another way (similar) is to use a simple group instead of the osg::Switch, but 
let osg to choose the good branch via nodeMask. In this way, you do not have to 
update your graph between to passes.

 

I hope it helps you.

 

Eric Z.

 

________________________________

De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Viggo Løvli
Envoyé : jeudi 22 mai 2008 15:57
À : osg-users@lists.openscenegraph.org
Objet : [osg-users] Rendering the scene multiple times with differentshaders.

 

Hi,
 
My scene contains models that use one or many textures, some use vertex and 
fragment shaders of different kinds. Complex but good looking :-)
 
I need to render the scene many times each frame. 
The first render is a normal one, so I need no change in textures, states or 
shaders.
The second render is a multi target render. Here I need to change all the 
fragment shaders that my scene uses. Each shader need to output data to each 
render target. 
 
My question is:
- What is the best way to switch shaders on many models in my scene-graph?
 
One way to do it is to put a shader on the top node and override all child 
nodes, but that only works if the entire scene-graph renders with the same 
shader. My scene uses different shaders, so overriding is not the solution.
 
One idea I have is to parse through all scene graphs that I add to my world and 
duplicate all nodes that sets a fragment shader. I could then create one shader 
for the normal render and one for the multi target render. This would require 
that I mask those nodes so that the correct ones are used in each render. This 
will require me to write my own function for adding nodes to the scene.
 
Anyhow, I would be very happy if someone could guide me in the right direction 
on this one.
 
Regards,
Viggo
 

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