Will the same technique work with a third camera C? Sent from my iPhone
On Apr 28, 2011, at 11:06 AM, Sergey Polischuk <pol...@yandex.ru> wrote: > Hi, Craig > In your example, put camera A as child of B with render order on camera A set > to prerender. > > Cheers, Sergey. > > > 27.04.2011, 18:38, "Craig S. Bosma" <craig.bo...@gmail.com>: > Robert, > > Thanks for pointing out the "TraversalOrderBin", I wasn't aware of that. > However, I'm still a little unclear on how that might help for my use. > Suppose I have a scene with with a root Group node and two child Camera > Nodes, A and B. Suppose both render to a texture via FBO, and that B needs > A's texture output. If I put the root node in the "TraversalOrderBin", would > that guarantee that camera A is rendered completely before camera B? What if > A instead were a child of B? > > Thanks, > Craig > > On Tuesday, April 26, 2011 at 5:01 AM, Robert Osfield wrote: > > Hi Craig, > > The best way to manage render bin is vis State::setRenderBinDetails(), > and in the 2.9.x dev series you can now select a render bin that sorts > on traversal order of a subgrpah which makes some techniques easier - > use the RenderBin string "TraversalOrderBin" to select this bin. > > If you want to create and chain RenderStages then using an osg::Camera > in the scene graph is often one of the best ways to do this, and use > the Camera::setRenderOrder(..) to control the order. You can also use > a custom cull traversal callback to create RenderStage/RenderBin and > assign these to the rendering backend, but this does require a greater > knowledge of the internals of the rendering backend. > > Robert. > > On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma <craig.bo...@gmail.com> wrote: > Hi, > I'm working on a shader-driven graphics pipeline for an OSG-based app, and I > want to better understand how I can better control the rendering order. I > want to render my initial scene to several texture targets, with opaque and > transparent objects handled separately. Currently I do this using node > masks, but from this thread > (http://forum.openscenegraph.org/viewtopic.php?t=2374) it seems like it > would be better to use renderbin/renderstages. I have several more > post-processing stages to follow, so I'm convinced that's the way to go for > me to have full control over the pipeline. > I've dug into the source for SceneView, RenderBin, RenderStage, etc. but > it's not obvious to me how to shift objects from one bin to another (aside > from setRenderBinDetails), or how to add stages that form a dependency > chain. If anyone has examples or general advice on where to look, I'd be > glad to hear it. > Thanks, > Craig > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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