Hello,
currently, I'm working on line render algorithms. I do need to render lines of my geometry with and without hidden lines and with silhouettes. My first approach was to add structure for rendering of these cases into GroupingStages to my scene. For the hidden line cases I need to manipulate the depth buffer and the silhouette case does involve manipulation of the viewport. This is both problematic in my initial setup. The first case does lead to z-fighting problems and for the second case, I do not have a solution at all, since the algorithm I have at hand uses viewport manipulation during multiple rendering passes. However, I got to the conclusion that the above approach is faulty. I therefor looked at the Stage rendering infrastructure. Now, I have the following questions: 1. Is this infrastructure appropriate for handling cases like my line rendering problem? 2. Could someone give me an overview explanation about the Stage rendering and its derived classes? A'm I correct that deriving from SimpleStage is the correct entry point? 3. How and when should the transfer of the color information from the FBO inside of a SimpleStage derived class into the GL color buffer take place? 4. Is it correct that I have to setup a Texture but no associated Image in the Stage class? 5. Is the a simple example available for this kind of problems? Any help is really appreciated, best, Johannes ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1 _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users