Hello Michael,

On 07/18/2013 08:21 AM, Michael Raab wrote:
> - create a separate renderAction for the idbuffer rendering
> - register custom functions for enter and leave for important object
> types (see attached source)

ok. What's the reason for using your own handlers - on a quick glance 
they seem almost identical to the normal RenderAction handlers?
Also, the geometry enter handler does not pass any Material (second 
argument to dropFunctor) to the action - where does the material info 
come from?

> - each selectable node gets an id-material that gets activated when node
> is entered during rendering

hmm, could you give some more details on this? Do you use a 
MaterialGroup to set this id-material or do you swap out the material on 
each geometry or something else entirely?
Have you looked at Tutorials/30_IDBuffer.cpp, it replaces all Materials 
in the scene with SwitchMaterials where material 0 is the regular one 
and material 1 is used for id buffer rendering.

> I tried to extend this approach by collecting the clip plane chunks
> during render traversal and temporary adding them to the id materials
> but that doesn't work for some reason..
> Does someone may have an idea how to accomplish the goal of a clipped
> id-buffer rendering?

That basically sounds like it should work. It's difficult to say where 
it goes wrong without more details about how exactly the id materials 
are assigned (it does not seem to use the usual mechanism: 2nd argument 
to dropFunctor - see my question above).

        Cheers,
                Carsten

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