Hi,
renderbins are for ordering render operations within a single pass.
Multi-pass can be done using OSG quite easily with render to texture
cameras. I would suggest you look at some of the examples in the
distribution. Try:
osgprerender
osgdepthpeeling
osgstereomatch
Once you have found some code that looks interesting, search for other
examples and code.
rgds
jp
Vladimir Karmisin wrote:
Hello !
I'm a bit newbie to OSG, so please excuse me, if my question a bit dumb.
I've ordered a OSG Reference Book, read a QuckStart book, but in fact none
of them covering the questions I'd like to ask.
I have to make reflective mapping on liquid objects. Since these objects
are not planar ones, I decided to use stencil-ed approach.
I want to render a scene without water objects, to fill up the stencil
buffer,
and also at this pass do a rendering of the scene to off-screen surface with
FRAMEBUFFER_OBJECT-ed Camera/Texture, to get a reflection texture.
Then, at the next pass I'd like to render a water, with applied GLSL shader,
and reflection texture, but only these regions, which stencil allows.
This approach make me think I'll have to use two separate rendering passes,
to render the same scene twice, but with different parameters. But I have
no clue about how RenderBins and multi-pass rendering are working.
If someone could drop me a note, about a logic behind multipass rendering,
any help will be highly appreciated!
--
Vladimir Karmishin
ASTRA Development Inc.
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