[osg-users] 2D rendering priority...

2010-02-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to render a bunch of 2D geometry groups that have different
priorities for display (one group rendered on top of the other according to
their priority). I also need to have the ability to turn the rendering off
and on for some of the groups while maintaining rendering priority.

 

I wanted some input or ideas on what might be the best way to handle this in
OSG. So far I've looked at the RenderBin mechanism for possible priority
rendering and the setNodeMask for turning rendering on and off. I'm not sure
this is the most elegant way to accomplish what I need to do.

 

Any input or suggestions would be appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] 2D rendering priority...

2010-02-09 Thread Paul Martz

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
I have a need to render a bunch of 2D geometry groups that have 
different priorities for display (one group rendered on top of the other 
according to their priority). I also need to have the ability to turn 
the rendering off and on for some of the groups while maintaining 
rendering priority.


How many different groups do you have, and what is the total data size 
of all the groups?


I wanted some input or ideas on what might be the best way to handle 
this in OSG. So far I’ve looked at the RenderBin mechanism for possible 
priority rendering and the setNodeMask for turning rendering on and off. 
I’m not sure this is the most elegant way to accomplish what I need to do.


In addition to setting the RenderBin, you'd need to disable depth test 
to get the painter's algorithm to work properly, of course.


The RenderBin and NodeMask mechanisms seem like they're designed for 
just the tasks you describe. Can you elaborate on why you have 
reservations about their suitability?

   -Paul


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Re: [osg-users] 2D rendering priority...

2010-02-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares, simple
line primitives, etc.). It's very rare that all levels are on simultaneously
but those that are on, need to stack in priority relative to every other
level/group that is on. Realistically, we'll have around 10-15 levels being
rendered at the same time. Hopefully this quantity/complexity won't present
a problem.

I really didn't have any reservations per se about using the RenderBin and
NodeMask mechanisms. I suspected that I needed to use them but I wanted to
ping the group just to make sure I was on the right track. When using OSG,
it's always good to have a reality check before proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> I have a need to render a bunch of 2D geometry groups that have 
> different priorities for display (one group rendered on top of the other 
> according to their priority). I also need to have the ability to turn 
> the rendering off and on for some of the groups while maintaining 
> rendering priority.

How many different groups do you have, and what is the total data size 
of all the groups?

> I wanted some input or ideas on what might be the best way to handle 
> this in OSG. So far I've looked at the RenderBin mechanism for possible 
> priority rendering and the setNodeMask for turning rendering on and off. 
> I'm not sure this is the most elegant way to accomplish what I need to do.

In addition to setting the RenderBin, you'd need to disable depth test 
to get the painter's algorithm to work properly, of course.

The RenderBin and NodeMask mechanisms seem like they're designed for 
just the tasks you describe. Can you elaborate on why you have 
reservations about their suitability?
-Paul


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Re: [osg-users] 2D rendering priority...

2010-02-09 Thread Chris 'Xenon' Hanson
On 2/9/2010 5:18 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> Thanks for the reply. We can have up to 57 levels of priority where each
> level could have 100-200 simple geometries (i.e. circles, squares, simple
> line primitives, etc.). It's very rare that all levels are on simultaneously
> but those that are on, need to stack in priority relative to every other
> level/group that is on. Realistically, we'll have around 10-15 levels being
> rendered at the same time. Hopefully this quantity/complexity won't present
> a problem.
> 
> I really didn't have any reservations per se about using the RenderBin and
> NodeMask mechanisms. I suspected that I needed to use them but I wanted to
> ping the group just to make sure I was on the right track. When using OSG,
> it's always good to have a reality check before proceeding...:)

  Why wouldn't you use Z write/test on, Z translation and switch nodes to 
control all
that? You could have a near-limitless (well, within Z precision) number of 
layers.

> -Shayne

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Re: [osg-users] 2D rendering priority...

2010-02-09 Thread Christiansen, Brad
Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> I have a need to render a bunch of 2D geometry groups that have 
> different priorities for display (one group rendered on top of the 
> other according to their priority). I also need to have the ability to

> turn the rendering off and on for some of the groups while maintaining

> rendering priority.

How many different groups do you have, and what is the total data size
of all the groups?

> I wanted some input or ideas on what might be the best way to handle 
> this in OSG. So far I've looked at the RenderBin mechanism for 
> possible priority rendering and the setNodeMask for turning rendering
on and off.
> I'm not sure this is the most elegant way to accomplish what I need to
do.

In addition to setting the RenderBin, you'd need to disable depth test
to get the painter's algorithm to work properly, of course.

The RenderBin and NodeMask mechanisms seem like they're designed for
just the tasks you describe. Can you elaborate on why you have
reservations about their suitability?
-Paul


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Re: [osg-users] 2D rendering priority...

2010-02-10 Thread Robert Osfield
Hi Shayne,

In the svn/trunk + 2.9.x series there is support for ordering the
objects in traversal order, just select the "TRAVERSAL_ORDER" bin name
when setting up the RenderBin details on the StateSet's associated
with the subgraph.

Robert.

On Tue, Feb 9, 2010 at 10:53 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:
> All,
>
>
>
> I have a need to render a bunch of 2D geometry groups that have different
> priorities for display (one group rendered on top of the other according to
> their priority). I also need to have the ability to turn the rendering off
> and on for some of the groups while maintaining rendering priority.
>
>
>
> I wanted some input or ideas on what might be the best way to handle this in
> OSG. So far I’ve looked at the RenderBin mechanism for possible priority
> rendering and the setNodeMask for turning rendering on and off. I’m not sure
> this is the most elegant way to accomplish what I need to do.
>
>
>
> Any input or suggestions would be appreciated…
>
>
>
> Thanks,
>
> -Shayne
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] 2D rendering priority...

2010-02-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> I have a need to render a bunch of 2D geometry groups that have 
> different priorities for display (one group rendered on top of the 
> other according to their priority). I also need to have the ability to

> turn the rendering off and on for some of the groups while maintaining

> rendering priority.

How many different groups do you have, and what is the total data size
of all the groups?

> I wanted some input or ideas on what might be the best way to handle 
> this in OSG. So far I've looked at the RenderBin mechanism for 
> possible priority rendering and the setNodeMask for turning rendering
on and off.
> I'm not sure this is the most elegant way to accomplish what I need to
do.

In addition to setting the RenderBin, you'd need to disable depth test
to get the painter's algorithm to work properly, of course.

The RenderBin and NodeMask mechanisms seem like they're designed for
just the tasks you describe. Can you elaborate on why you have
reservations about their suitability?
-Paul


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material or information that is subject to legal professional privilege.
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the use of the intended recipient only.  Any unauthorised viewing, use,
disclosure,
copying, alteration, storage or distribution of, or reliance on, this
message is
strictly prohibited. No part may be reproduced, adapted or transmitted
without the
written permission of the owner. If you have received this transmission in
error, or
are not an authorised recipient, please immediately notify the sender by
return email,
delete this message and all copies from your e-mail system, and destroy any
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copies. Receipt by anyone other than the intended recipient should not be
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that this e-mail or any documents, files and previous e-mail messages
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Re: [osg-users] 2D rendering priority...

2010-02-11 Thread Christiansen, Brad
Hi,

We used this approach for rendering a 2D scene using the painters
algorithm (i.e. render back to front according to our own order
definition). I have included the most relevent code snippets. No
comments on their quality please ;  ). 

1) Added a 'user data' object (which contains the rendering priority) to
each of our leaves. 

2) As required, we run a 'RenderPriorityVisitor' over the scene to set
the correct priorities into our user data objects.

3) Create a custom render bin and setup your 2D graph to use it:
e.g. root2DstateSet->setRenderBinDetails(0, RenderBin2D::BIN_NAME,
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); 

We use OVERRIDE_RENDERBIN_DETAILS as some of the objects bellow the root
of our 2D scene are also rendered in 3D, in which case they may already
have different bin details set (e.g transparent bin).

The key bit of the custom bin is setting the sort callback. This
callback sorts the leaves based on the priority set in the 'user data'
object.

Hopefully this all makes sence. I implemented this code ~7 years ago so
there may be a neater way to do this now, but it is still working well
against the latest OSG releases. 

Cheers,

Brad

Code snippets:

 Custom Render Bin
/** Automatically registers the bin prototype. */
static osgUtil::RegisterRenderBinProxy
s_registerBin(RenderBin2D::BIN_NAME,new RenderBin2D());

RenderBin2D() { //extends RenderBin
  setSortCallback(new SortCallback2D());  
}

 SortCallback2D

void SortCallback2D::sortImplementation(osgUtil::RenderBin* renderBin) {
  renderBin->copyLeavesFromStateGraphListToRenderLeafList();
 
std::sort(renderBin->getRenderLeafList().begin(),renderBin->getRenderLea
fList().end(),RenderPrioritySortFunctor());  
}

--- RenderPrioritySortFunctor
int RenderPrioritySortFunctor::getRenderOrder(const osgUtil::RenderLeaf*
leaf) const {
const osg::Referenced* ud = leaf->getDrawable()->getUserData();
if(ud) { 
  const DrawableData* data = dynamic_cast(ud);
  return data->getRenderOrder();
}
return 0;
}

bool RenderPrioritySortFunctor::operator() (const osg::Node* lhs,const
osg::Node* rhs) const {
int leftOrder = getRenderOrder(lhs);
int rightOrder = getRenderOrder(rhs);

if(m_sortMode == SORT_ASCENDING) {
  return leftOrder < rightOrder;
} else { //sort descending
  return leftOrder > rightOrder;
}
}



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 11:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> I have a need to render a bunch of 2D geometry groups that have 
> different priorities for display (one group rendered on top of the 
> other according to their priority). I also need to have the ability to

> turn the rendering off and on for some of the groups while ma

Re: [osg-users] 2D rendering priority...

2010-02-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brad,

I'll look over your implementation. Thanks for sharing this...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Thursday, February 11, 2010 2:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

We used this approach for rendering a 2D scene using the painters
algorithm (i.e. render back to front according to our own order
definition). I have included the most relevent code snippets. No
comments on their quality please ;  ). 

1) Added a 'user data' object (which contains the rendering priority) to
each of our leaves. 

2) As required, we run a 'RenderPriorityVisitor' over the scene to set
the correct priorities into our user data objects.

3) Create a custom render bin and setup your 2D graph to use it:
e.g. root2DstateSet->setRenderBinDetails(0, RenderBin2D::BIN_NAME,
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); 

We use OVERRIDE_RENDERBIN_DETAILS as some of the objects bellow the root
of our 2D scene are also rendered in 3D, in which case they may already
have different bin details set (e.g transparent bin).

The key bit of the custom bin is setting the sort callback. This
callback sorts the leaves based on the priority set in the 'user data'
object.

Hopefully this all makes sence. I implemented this code ~7 years ago so
there may be a neater way to do this now, but it is still working well
against the latest OSG releases. 

Cheers,

Brad

Code snippets:

 Custom Render Bin
/** Automatically registers the bin prototype. */
static osgUtil::RegisterRenderBinProxy
s_registerBin(RenderBin2D::BIN_NAME,new RenderBin2D());

RenderBin2D() { //extends RenderBin
  setSortCallback(new SortCallback2D());  
}

 SortCallback2D

void SortCallback2D::sortImplementation(osgUtil::RenderBin* renderBin) {
  renderBin->copyLeavesFromStateGraphListToRenderLeafList();
 
std::sort(renderBin->getRenderLeafList().begin(),renderBin->getRenderLea
fList().end(),RenderPrioritySortFunctor());  
}

--- RenderPrioritySortFunctor
int RenderPrioritySortFunctor::getRenderOrder(const osgUtil::RenderLeaf*
leaf) const {
const osg::Referenced* ud = leaf->getDrawable()->getUserData();
if(ud) { 
  const DrawableData* data = dynamic_cast(ud);
  return data->getRenderOrder();
}
return 0;
}

bool RenderPrioritySortFunctor::operator() (const osg::Node* lhs,const
osg::Node* rhs) const {
int leftOrder = getRenderOrder(lhs);
int rightOrder = getRenderOrder(rhs);

if(m_sortMode == SORT_ASCENDING) {
  return leftOrder < rightOrder;
} else { //sort descending
  return leftOrder > rightOrder;
}
}



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 11:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2