Hi Rune,
sorry for the late reply, I had hoped to have something nice by now, but
life doesn't always work that way...
On Tue, 2003-10-14 at 03:52, Rune Laursen wrote:
> Hi list,
>
> Im just getting into OpenSG with the specific purpose of implementing a
> stencil shadow volume rendering and my major concern at the moment is how to
> use osg for multipass rendering. Stencil shadows require an initial ambient
> + depth pass and then a number additive light passes (one for each
> lightsource).
> I was thinking that it might be possible to place all geometry under a
> MaterialGroup including a BlendChunk to enable additive passes, but Im
> unsure if this approach is sensible. Also, I would really like to hear how
> others have implemented multipass rendering using osg.
The approach in general is sensible, as you only need additive passes
the ordering of the different passes doesn't matter. As we don't enable
depth write for transparent materials (i.e. materials that read the
framebuffer) by default there shouldn't be any Z-fighting, so things
should be fine.
All the multipass rendering I'm aware of so far was just having two
layers of textures to work around hardware that doesn't support
multitexture, and that's significantly simpler than what you need.
Hope it helps
Dirk
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