The main problem with the osgdepthpartition example is the custom node isn't thread sage, so the example forces the SingleThreaded model in Viewer.
A better solution for depth partition would be to use nested RTT cameras to render back-to-front depth segments to textures, using the texture from the prior pass to clear the framebuffer for the subsequent pass. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Guy Sent: Monday, March 23, 2009 8:47 AM To: OpenSceneGraph Users Subject: [osg-users] osgdepthpartition Hi all, In the depth partition example, the class DepthPartitionNode allows changing the render order of the camera to PRE/NESTED but then the calculation of the RenderBin leaves is incorrect. What is the logic for changing the cameras order? Besides I would like to know what are the disadvantages of using DepthPartitionNode in ALL osg based application? Does is have problems with HUDS or transparency? Thanks, Guy. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

