Hi,
quick update. Seems that actually lights are not activated when using the HighlightStage. I'm attaching the opengl logs with and without HighlightStage active.
Thanks,
Michael
Gesendet: Dienstag, 30. September 2014 um 16:46 Uhr
Von: "Michael Raab" <[email protected]>
An: [email protected]
Betreff: Re: [Opensg-users] Material Override
Von: "Michael Raab" <[email protected]>
An: [email protected]
Betreff: Re: [Opensg-users] Material Override
Hello Carsten,
thanks for your explanation. I followed your hint and tried implement a Stage similar to DepthPeelingStage but the rendering looks broken.
The geometry to highlight looks like it is rendered unlit. I'm attaching the source code, maybe someone has some minutes to look at.
Thanks in advance,
Michael
Gesendet: Dienstag, 30. September 2014 um 14:40 Uhr
Von: "Carsten Neumann" <[email protected]>
An: [email protected]
Cc: [email protected]
Betreff: Re: [Opensg-users] Material Override
Von: "Carsten Neumann" <[email protected]>
An: [email protected]
Cc: [email protected]
Betreff: Re: [Opensg-users] Material Override
Hello Michael,
On 2014-09-30 12:28, Michael Raab wrote:
> I would like to highlight selected objects/geometries. Therefore I
> currently go through all materials/materialgroups of the subtree and
> replace the ChunkMaterial by a MPM to render the highlighting effect in
> a second pass. Works but has some management drawbacks..
> I was wondering if there is the possibity to define this behavior
> somewhere near the root of the subtree, e.g. insert a special core that
> defines that after normal rendering of the subtree, the whole subtree
> gets again rendering with a certain highlight material. Has OpenSG
> currently something like this?
Stages can be used to do that, but I don't think we currently have one
that does exactly:
- render sub tree normally
- render sub tree with all materials replaced by a given one
> If not, do you think it can be
> implemented straightforward? Could you give me a hint how?
You'd create your own core derived from Stage and use that to do your
two passes over the sub tree below it. For the second pass you'd set
action->overrideMaterial() (just like MaterialGroup does) to have your
highlight material take precedence over the materials on the geometry.
The backend representation of a pass is a RenderPartition which is what
your stage would create internally. An example of a stage that performs
multiple passes is the DepthPeelingStage in
System/NodeCores/Groups/Effects/OIT or the ShadowStage.
Unfortunately I think that all stages that run multiple passes are doing
rather complex things since so far a more straightforward use case like
yours has not come up - there are of course much simpler stages, but
they are all single pass IIRC.
Cheers,
Carsten
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On 2014-09-30 12:28, Michael Raab wrote:
> I would like to highlight selected objects/geometries. Therefore I
> currently go through all materials/materialgroups of the subtree and
> replace the ChunkMaterial by a MPM to render the highlighting effect in
> a second pass. Works but has some management drawbacks..
> I was wondering if there is the possibity to define this behavior
> somewhere near the root of the subtree, e.g. insert a special core that
> defines that after normal rendering of the subtree, the whole subtree
> gets again rendering with a certain highlight material. Has OpenSG
> currently something like this?
Stages can be used to do that, but I don't think we currently have one
that does exactly:
- render sub tree normally
- render sub tree with all materials replaced by a given one
> If not, do you think it can be
> implemented straightforward? Could you give me a hint how?
You'd create your own core derived from Stage and use that to do your
two passes over the sub tree below it. For the second pass you'd set
action->overrideMaterial() (just like MaterialGroup does) to have your
highlight material take precedence over the materials on the geometry.
The backend representation of a pass is a RenderPartition which is what
your stage would create internally. An example of a stage that performs
multiple passes is the DepthPeelingStage in
System/NodeCores/Groups/Effects/OIT or the ShadowStage.
Unfortunately I think that all stages that run multiple passes are doing
rather complex things since so far a more straightforward use case like
yours has not come up - there are of course much simpler stages, but
they are all single pass IIRC.
Cheers,
Carsten
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http://pubads.g.doubleclick.net/gampad/clk?id=154622311&iu=/4140/ostg.clktrk
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[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users
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