Hi Art -- I'm wondering if there's a slick way to tap into RenderStage to do what we want here. Assuming you have a Camera with a scene graph attached, and want to render it multiple times, then ideally the draw iteration could just happen atomically in some kind of custom RenderStage associated with the Camera. As the custom RenderStage does the draw iterations, it would need to iterate over a list of FBOs that it is rendering to, and likewise it would need to switch textures used as input for each iteration.

It seems like doing this in a single Camera/RenderStage would be optimal, as the modelview and projection matrices are typically not changing in this kind of scenario.

For my depth peeling project, ideally the number if iterations would be variable. I'd use occlusion query and stop iterating when no pixels are drawn. There's no way to do this with a scene graph multi-parented to several Cameras. No way to configure the Camera parents in advance.

Any thoughts on how to do this in the RenderStage? I'm fairly certain current code doesn't support this, so I'm thinking of modifying RenderStage or making a custom RenderStage, but I haven't looked into how to specify my own RenderStage at the Camera level yet.

Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466

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