Hi Farshid,

On 5/13/06, Farshid Lashkari <[EMAIL PROTECTED]> wrote:
I came across the following code in osgUtil::RenderStage::draw(...)

// note, SceneView does call to drawPreRenderStages explicitly
// so there is no need to call it here.
drawPreRenderStages(state,previous);

The comment is correct, SceneView is calling drawPreRenderStage
separately. Should this call to drawPreRenderStages be commented out?

No, its the comment which is out of date.  For the RenderStage managed by SceneView it does the pre RenderStage's itself so it can do the multi-pass of the scene (for stereo).   Calling it again doesn't do anything as there is a flag in RenderStage which prevents it being draw more than once per frame.   The above call *is* required for the pre RenderStage, as this can have their own pre RenderStages.

 
The reason I was poking around this code was because I'm experiencing
problems with CameraNode's in stereo. What are the current
restrictions with using CameraNode's in stereo?

It depends on what you are trying to do.  If you want a single result for both camera's then you just need one CameraNode, if you want seperate results then you'll need to create two CameraNode's one for each seperate eye and use NodeMask/TraversalMask to select the appropriate one.

Robert.


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