Hi Robert,

I'm implementing various sort-last compositing methods using OSG.  For depth
compositing you need to composite after the opaque data has been rendered
but before the transparent data has been rendered.  Compositing is actually
done with buffer transfers Read Pixels, Texture Images, PBOs, etc...

Since each view has to do different work I just added Geodes with custom
drawables to the scene graph which do the required GL action.  The problem
with this method is I'm adding at least one node for each GPU I want to work
with, in some sort-last cases multiple nodes per GPU.  This is not a clean
implementation in my opinion.  So I am looking for other ideas on how I can
insert operations in-between rendering bins.

- Jason
On Wed, May 7, 2008 at 2:59 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:

> Hi Jason,
>
> What do types of operations are you looking to do?
>
> Robert.
>
> On Mon, Apr 28, 2008 at 9:58 PM, Jason Baurick <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> > I recently started working with OSG and I have what is hopefully a
> simple
> > question.  I have a composite viewer with two views, I want to perform
> an
> > action on the buffers in each view between the opaque rendering and the
> > transparent rendering, each view needs to perform a different action.
> > Currently to make this work I added two nodes to my scene graph, culled
> out
> > one for each view and then stuck them in a renderbin between the opaque
> and
> > transparent bins.  So I guess what I'm asking is if there is a simpler
> way
> > to do this?  I tried setting up camera callbacks, but this happens at
> the
> > wrong point, my next thought would be to overload the draw traversal.
> >
> > Any suggestions would be welcomed, thank you in advance.
> >
> > --
> > --Jason Baurick
> >
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-- 
--Jason Baurick
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