Hi Alexander, On 07/23/2012 04:37 PM, Carsten Neumann wrote: > > my gut feeling for this sort of thing where you need to have quite close > control over the pass ordering and some of the OpenGL state that is > active for each pass is to write your own Stage type. > The HDRStage in Source/System/NodeCores/Groups/Effects/HDR may help a > bit with that, since it also renders the scene to a buffer and then > performs multiple post-processing passes with the result. > If you want to stick to expressing the passes with individual stages in > the tree, you probably want them to be siblings of a Group, just beware > that they will actually render in reverse order (last child stage > renders first).
I agree with Carsten's gut on this one. ;) The main problem I see is that for depth peeling you might need an undetermined number of passes depending on the scene, and the current infrastructure is really more targeted at a fixed number of passes. Hope it helps Dirk ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users