Am 05.10.2011 11:39, schrieb Sebastian Messerschmidt:
Hi JP
I've tried single and multithreaded, but this doesn't seem to change anything. So first camera attached should be the first one to be rendered If I understood you correctly?
Can you give me a pointer on how to force it with the renderbin approach?
Okay found the last one:
stateset->setRenderBinDetails(num, "TraversalOrderBin")

I've also checked if my cameras are attached in an appropriate order, but still no luck.


cheers
Sebastian
Hi,

are you running SingleThreaded? Cameras (siblings) under the same node are normally rendered in the order they have been attached (you can force this with TRAVERSAL_ORDER bin too).

jp

On 05/10/2011 11:05, Sebastian Messerschmidt wrote:
Hi,

I know this has been discussed more then once before, but I still don't
get the details.
In my setup I'd like to use something like (this is supposed to be a table

Input Cam Output
Tex1 Cam1 Tex2
Tex2 Cam2 Tex3
Tex3 Cam3 Tex4
... and so on
TexN OutCam FrameBuffer

I've setup the cameras to be PRE_RENDER with increasing render_order
exept for the last which is POST_RENDER.
All cameras have are in a separate Group which are all attached to the
root.
The root is given to the viewer and a TrackballManipulator is attached
to the viewer.

Now if I move the scene, I can clearly see, that e.g. Tex2 is from a
previous frame when processed in Cam2.
(I'm doing blending of different scene parts here, and you can clearly
see that some parts are from the previous frame, as if the rendering is
done in wrong order).

How do I have to place the cameras in the scene graph?
All under root like this:

root
--cam1
--cam2
...

or rather hierarchical?
root
--cam2
--cam1

Or do I have to add them to the viewer in a different way?


cheers
Sebastian
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