Here's the deal: I'm implementing a stencil buffer trick that looks like
this:

 

for each object:

            render some stuff into the stencil buffer

            render a bounding box to draw in the places carved out by
the stencil, clearing stencil as I go

 

The unusual thing is that it has to happen in exactly that order - I
can't, for example, do the stencil pass for all objects, then do the
bounding box pass.

 

I can easily write both render steps as geometry with StateSets, i.e. I
don't need to develop a custom Drawable to do this stuff.

 

Obviously I could control this with render bin numbers:

 

binNumber = 1

For each object:
            render stencil in binNumber++

            render bounding box in binNumber++

 

That seems a little awkward though, mostly because it makes the ordering
of my other render bins more confusing.  Is there a more straightforward
way?

 

Thanks,

Nathan

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