Hi,

On Wednesday 18 November 2009, Paul Martz wrote:
> I am working on an alternate implementation, one that could be folded
> into core OSG as a first-class node, call it DepthPeelGroup. You might
> have seen me discussing the overall strategy in the thread "Repeatable
> rendering of subgraphs, ideas?". The idea is to insert a custom
> RenderStage into the render graph during cull, which would do the
> multiple passes as well as the compositing. Currently, I'm close to
> having this working, but not quite there yet. Just a few more issues to
> work out.
>
> I'm also trying to find a solution to how to handle the user attaching a
> scene graph containing both opaque and translucent geometry. It doesn't
> make sense to do peeling on opaque geometry. Opaque geometry should be
> rendered just once, with the results used as the base layer for the
> compositing. I'm hoping my custom RenderStage will be able to determine
> which RenderBins contain opaque geometry and which contain transparent,
> as the CullVisitor should have already done this sorting by time the
> actual drawing happens. I haven't had time to dig into this yet, so I'm
> still not sure it's possible.
This should be possible.

That sounds pretty much like what I had in mind with the Cull callback 
solution. I just never thought that I will feed that kind of special thing 
back into core osg. My aim was to have that working with todays (well even 
yesterdays) core osg.

So having a solution already in core osg would be even better for me.
Sure sorting the opaque and transparent geometry away would also help.
Also with a in core solution you might be able to do a occlusion query to see 
if we have enough layers.

Anyway, for our context, I think that this is reasonable to do it like this.
... and if I could help your implementation with some aspect, I am glad to see 
open source working :)

Greetings

Mathias

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