Hi Gerrit,
I've stumbled over the RenderProperties, but there seems to be so much
machinery involved (NamedSplitFinitPool ?, compile time selection of
types based on number of bits needed ?) that I can't make sense of them.
Together with VariantMaterial I think they could solve a problem I have:
To render nice shadows cast by leaves on a tree model the leaves need to
have a material that does alpha testing even when rendering the shadow
map. Normally when rendering shadows I globally override the material,
but that does not work here, since I don't want to do alpha testing for
everything (some objects don't even have textures). It seems that
VariantMaterial could do the right thing for me here, but how do I set
it up so that it picks the "shadow" material when rendering the shadow
map and the normal material otherwise (and what do I have to do on the
render action/partition side) ?
Or are the RenderProps meant for a different use; not finished; broken;
going away soon ? ;) ;)
Thanks,
Carsten
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