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

 


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