Hello Michael, On 11/15/2010 08:35 AM, Michael Raab wrote: > I'm interested in doing scene selection using id buffer information as we > have very large scenes. I had a look at the appropriate OpenSG1.8 tutorial. > Adding a switch material to each materialgroup isn't solution for us.
why? > Do you have an idea about alternative implementation strategies, e.g. > assigning some attachments and derive render action? you can change the callback called by the RenderAction for Geometry on a per RenderAction instance basis. So you could create two RenderAction objects and for one you use registerEnter()/registerLeave() to change the Geometry callback to something that does the id-buffer rendering instead of using the normal material. More specifically: Geometry registers MaterialDrawable::renderActionEnterHandler as its default handler, create a function OSG::Action::ResultE idBufferRenderEnter(OSG::CNodePtr &node, OSG::Action *action) { // basically the same as MaterialDrawable::renderActionHandler, // but don't use the MaterialDrawable's material, // instead get the id buffer material from some attachment, or so } and register it with a RenderAction instance, similar for the leave handler. Cheers, Carsten ------------------------------------------------------------------------------ Centralized Desktop Delivery: Dell and VMware Reference Architecture Simplifying enterprise desktop deployment and management using Dell EqualLogic storage and VMware View: A highly scalable, end-to-end client virtualization framework. Read more! http://p.sf.net/sfu/dell-eql-dev2dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users