Hi Robert,
This is ironic (so much so I initially read your email as being
sarcastic) since the "original" scene graph, SGI Inventor, was sensitive
to the ordering of nodes in the scene graph, and I always assumed that
rendering as depth first traversal was the default way to do it.
Getting away from being order sensitive to reorganize rendering for
performance is one of the innovations of later rendering engines like
OSG :-)
I agree that SceneGraphOrderRenderBin would be a useful tool, it gives
the user a "trap door" to describe rendering in a way that's closer to
how it would be done in straight OpenGL.
- Peter
Robert Osfield wrote:
HI Mathias,
Wow I haven't ever thought of SceneGraphOrderRenderBin before. I have
just done a quick review of RenderBin and CullVisitor and while it
won't be trivial to implement (it requires mods to
CullVsitor/StateGraph/RenderBin and StateSet) it should be too
difficult to implement, and it would certainly make certain types of
techniques far simpler to create and fast at runtime too.
Leave this with me, once I completed some other work I'll have a look
at the implementation.
Robert.
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