Hi,

On Monday 11 May 2009, Robert Osfield wrote:
> > However, using setRenderBinDetails seems problematic in my admittedly
> > quirky case, because I'm going to need two new render bins for each
> > object I render with this technique.  I need to make sure the two steps
> > happen one after the other without anything else being drawn in between.
> >
> > The more I talk about it the more it sounds like I just need to write a
> > custom drawable...  Any thoughts on that approach?
>
> The OSG will just create a single rendering bin for each bin number
> you use, RenderBinDetails just selects between them so there should be
> no need for every object you render having it's own bin.
Well, as far as I understand, and as far as I have my own applications for 
such kind of scenes. You will need an own render bin number for each object 
if every object just depends on the previous object to be rendered before. 
Else the StateSet sorting might reorder the drawables - true?

Anyway, Robert, I believe it would help to have a 'SceneGraphOrderSorted' 
renderbin where the sorting order of the of the child nodes is just taken.
Can we have such a beast?

> Using a custom drawable would very rarely be required for this type of
> work.
Well, this might be an option in this case also.
I have such a problem too. I have a huge amount of small objects that require 
to be drawn in a particular order. Putting them into an own renderbin 
introduces a noticable runtime overhead compared to the defaullt renderbin 
execution time.
So if there is no way for such a scenegraph ordered renderbin, a custom 
drawable might be something to at least think about.

Any chance for such a RenderBin where the scenegraph order is preserved?

Greetings

Mathias

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