Paul,

Thanks for your reply.  I can see that would work for small numbers of 
objects as in my example, but what happens if I need to have 20-30 things 
stacked on top of each other as a worst case scenario.  That would  exceed 
the number of RenderBins.  I have found some references in the archives to 
setting the sort order in the render bin, but that is for depth ordering 
and I don't think would be helpful in this instance.

Any other ideas?

Thanks,

Steve




"Paul Martz" <[EMAIL PROTECTED]> 
Sent by: [EMAIL PROTECTED]
07/30/2007 04:15 PM
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Re: [osg-users] Graph Rendering Traversal order






You need to set a different RenderBin number for the StateSet of each 
layer. The draw traversal processes RenderBins in order, lowest to highest 
number.
 
I believe you want to call StateSet::setRenderBinDetails, first param is 
the bin number (e.g., 0, 1, 2, etc) and you probably want "RenderBin" for 
the second parameter.
 
I hope that helps.
   -Paul
 

From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of Steven R 
Woolsey
Sent: Monday, July 30, 2007 4:06 PM
To: [email protected]
Subject: [osg-users] Graph Rendering Traversal order


Hi, 

Myself and a co-worker are working with a HUD where we have created some 
simple geometric shapes on the same Z-plane in ortho2D mode.  When the 
scene is rendered, the topmost elements in the graph are rendered on top. 
We are using 1.2 and have put the HUD under an osg::CameraNode and set the 
camera to POSTRENDER. Here is an graph of what we are seeing, where cam is 
the osg::CameraNode. 

        cam 
            /     \ 
          a       b 
                     \ 
                      c 
                        \ 
                         d 

The draw order is: d,c,b,a.  This means the 'a' is drawn on top of 'b'. 
This breaks what we are trying to accomplish in the HUD. 

I guess I was expecting this to be reversed.  So the question is, how 
would I make this draw so the order would be a,b,c,d?  i.e. - d should be 
on top of everything else.  Is there a way to do this? 

Thanks, 

Steve 

 
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