I'm almost certain that the range for RenderBin numbers is the range of 32-bit signed ints. "0" (for opaque) and "10" (or translucent) are merely the defaults. If you have no translucent geometry in your HUD, you can start at 0 and render up as high as you need. If you do have translucent geometry, then you can either change the bin for translucent geometry to something like 1000, or you can start your opaque bin numbering at -1000, for example. If you try this and it doesn't work, please post back and let me know, plus I'll buy you lunch next time I'm in Idaho. :-) -Paul
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven R Woolsey Sent: Monday, July 30, 2007 4:46 PM To: [email protected] Subject: Re: [osg-users] Graph Rendering Traversal order 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 Please respond to [email protected] To <[email protected]> cc Subject 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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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