[osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-13 Thread Chris 'Xenon' Hanson
[Resending because the copy I sent from GMail earlier hasn't shown up... Apologies if it does and dupes. ] Paul Martz and I have discussed this this afternoon, and I think that I'm pursuing a dead end with this technique, but I thought I'd throw it out there in case anyone sees an easy hack for

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Robert Osfield
Hi Chris, On Thu, May 14, 2009 at 1:01 AM, Chris 'Xenon' Hanson wrote: > The Goal: Render both of them, but with object A _always_ obscured by > object B, regardless of what their Z values (which are mostly > coincident) would normally dictate. This type of task is exactly what the stencil buffe

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Chris 'Xenon' Hanson
Robert Osfield wrote: > This type of task is exactly what the stencil buffer is good for. The > OSG supports stencil buffer natively. See the osgreflect example. I thought of that too, but it seemed like overkill since all I needed was a bulk Z clear at the right time. Plus, I couldn't immedi

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Jean-Sébastien Guay
Hi Chris, Paul suggested using multiple Camera objects in the Scene and playing with the heirarchy, reference frame and identity matrix to make a sub-camera track its parent. That's probably what I would have tried too. It seems weird to me that the ClearNode clears at the start of rendering

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Robert Osfield
On Thu, May 14, 2009 at 1:32 PM, Chris 'Xenon' Hanson wrote: > Robert Osfield wrote: >> This type of task is exactly what the stencil buffer is good for.  The >> OSG supports stencil buffer natively.  See the osgreflect example. > >  I thought of that too, but it seemed like overkill since all I n

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Paul Martz
tiple ClearNodes in a scene,or 2D layering of 3D geometry Hi Chris, On Thu, May 14, 2009 at 1:01 AM, Chris 'Xenon' Hanson wrote: > The Goal: Render both of them, but with object A _always_ obscured by > object B, regardless of what their Z values (which are mostly > coincident) would

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Chris 'Xenon' Hanson
Paul Martz wrote: > I Robert -- No, I don't think stencil applies here. Chris might not have > described the rendering task precisely. What he is trying to do is a sort of > smart depth partition, in which he knows that part of his scene graph is > always the background, and another part of always

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Jean-Sébastien Guay
Hi Chris, I will expand on the abstract explanation, and then reveal my optimal solution -- which is a bit of a hack, but is still the most elegant. [...] Wow, yeah that's a nice setup and good solution to it. I'll probably be able to use a similar technique in our simulators. Thanks for

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-15 Thread Robert Osfield
Hi Chris, On Fri, May 15, 2009 at 2:10 AM, Chris 'Xenon' Hanson wrote: >  I will expand on the abstract explanation, and then reveal my optimal > solution -- which > is a bit of a hack, but is still the most elegant. > > >  Basically we have VPB terrain for a very large area, but low detail. Wit