Hi Art,

On 12/1/06, Art Tevs <[EMAIL PROTECTED]> wrote:
I prefer the way like it does in osgSIm::OverlayNode, because it is more
intuitive for me. So it means if I call camera->accept() method, it will
render the subgraph into the attached texture?

The camera->accept(NodeVisitor&) in this context is just the same as
would happen during a normal scene graph traversal if the camera had
been added to a group, so while on the ourside the approach might seem
different, under the hood its effectively the same.  In both cases the
traversal of a camera and its subgraph is populating the rendering
graph (RenderStage/Bin/StateGraph) during the cull traversal, no
rendering is actually done during the cull traversal.

Once the draw traversal is dispatch does the pre prepared rendering
graph get traversed and OpenGL calls made.

Robert.
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