Hi Enrico,
On Thu, 2004-09-16 at 05:57, Enrico Borrione wrote:
> hi all,
> the project i am working is becoming more and more complex
that's what happens to all projects. ;)
> So now i wanted to put you some more "open" questions about
> the way OpenSG works.
> Basically i have two major questions, that i think will open lately more
> sub-subjecs. Here we go:
>
> 1)how many rendering passes supports OpenSG? I mean like the good ole
> multi-texturing tecnique that required two different renderings on the
> same target with different alphas...
You can define it, but you need to use separate Viewports with
PassiveBackgrounds to structure it, which can be a bit painful. It does
support rendering to textures (using a GrabForeground), but it is
admittedly a little weird.
There is no nicer structured way to define multiple passes. I wanted a
consistent solution for that, but haven't found the time. :(
It would be easy to hack it by adding an optional pass number to the
RenderAction, that is uses as the primary sort key for material sorting.
But that's not a clean solution, therefore I', not a big friend of it.
How bad do people need/want this? How willing are you to put up with a
hack that you will need to change later on.
> 2)The rendering pipeline can be customized to satisfy some application
> request? For example: i want my app to support dynamic shadows, for some
> meshes, so i need to pilot the rendering cycle depending on the geometry
> processed.
Hm, not sure what exactly you mean here. We do have Shadows anyway
(using the ShadowBufferViewport), but I guess your question was more
general. ;) Could you rephrase it a little?
Yours
Dirk
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