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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