Hello Erik,
Erik Podetti wrote:
> As I'm doing deferred shading pass using textures + FBO +
> PolyForeGrounds, in many cases when I launch the render action for an
> FBO I don't need to traverse the graph any more.
> My FBOs usually have a PolyForeground while rendering. My question is...
> - how can I know if they traverse the graph or not? I put in
> fbo->getExcludeNodes.push_back() the root node of my scene, but there
> were no performance improvements.
I haven't double checked, but I think this only excludes the actual node
listed, not the subtree, not sure though.
> - May I use a trav mask on the render action? Can you give me an example
> of travmask?
yes, trav masks would work. The RenderAction only visits a node and its
subtree if the bitwise AND of its own trav mask with that of the node is
non-zero. Setting the root's trav mask to 0 excludes it.
But why do you have your whole scene set as a root on the FBOViewport to
begin with? If you just leave the root field empty (or if it complains
put in a dummy node with a group core) it should not render anything.
Cheers,
Carsten
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