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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