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


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