Hi Ravi, Last week I asked something about DPN with no response, but maybe you are the man to refer to, so here I quote myself again:
Hi, Several days ago I asked about depthpartition, but now I've a more complex situation that I want to figure out. It begins with depth partition but ends up with how cameras do work. I tried to combine the depth partition with the osgdistortion code. The idea was to try to put cameras above and under the depth partition node and see the effect. I have DPN node, Scene node (which is a group for the scene) and Distortion node (which is two pass cameras, one renders to RTT and the second use the texture, distort it and renders to screen). I got pretty much confused. First I tried to put the DPN above the distorted scene (that means DPN->DISTORTION->SCENE). It did not render correctly. Only the closer depth interval of the two intervals was rendered. So I tried to put the DPN above the scene and under the distortion node. (DISTORTION->DPN->SCENE). Then NOTHING was rendered. I tried to change the DPN camera render order to PRE_RENDER. Again, nothing. Then when I changed it to NESTED_RENDER, all was rendered but not in the correct order. So I tried to change the RenderOrderNUM of the cameras of the DPN to "ensure" that the far intervals will be rendered first (lower RenderOrderNUM) but it did not help... I tried to reverse the RenderNUM (higher for farther intervals) with no difference. So it brings up questions: Why does the RenderOrderNUM didn't have effect? Where is the "correct" place to put the DPN? Why when the DPN was above the distortion node the closer interval was rendered, and when there is no DPN at all, the farther interval is rendered? Why when the cameras of the DPN were not NESTED_RENDER nothing was rendered? Would it be more correct to add Slave cameras to the scene instead of using these cameras only in the culling traverse? I guess that's it for now... Guy. ---------- Hey all, OK I have been away for a looong time, but still occasionally watching from a distance, and saw the bug people have reported about the DepthPartitionNode not handling scaled models properly. I believe this is now fixed ... I have attached the new DistanceAccumulator.cpp, along with a modified example file that uses a PositionAttitudeTransform to draw the Earth's orbit around the Sun. Also, I have seen Robert's posts about the DPN not being thread- friendly. This is something that I will look into next. Thanks! Ravi _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

