Hi Art,
just a question...
Art Tevs wrote:
- then as soon as I reach a group node, which's subgraph should be
repeated, I retraverse the subgraph as often as there are iterations
Is the number of iterations known before execution?
jp
Cheers, art
Paul Martz wrote:
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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