> what is the right way to implement a "render depth first"
> pass? Is there some demo code for that?
>
> I'm using some complex shaders which would benefit a lot of
> being z-culled. Some parts of my geometry is transparent, so
> I'm using the opaque and transparent render bins.
You can setSortMode() on the RenderBins that you're using.
RenderBin* rb = RenderBin::getRenderBinPrototype("RenderBin");
rb->setSortMode(SORT_FRONT_TO_BACK);
In the code above, "RenderBin" == the opaque bin. You probably don't want to
change the sorting method used by the transparent bin (but if you do, it's
name is "DepthSortedBin" -- it sorts back to front by default).
In the past, I've had to create my own sorting method. To implement this, I
created my own custom RenderBin and overrode sortImplementation(). This is
really overkill for what you're doing.
Hope that helps,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
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