Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares, simple
line primitives, etc.). It's very rare that all levels are on simultaneously
but those that are on, need to stack in priority relative to every other
level/group that is on. Realistically, we'll have around 10-15 levels being
rendered at the same time. Hopefully this quantity/complexity won't present
a problem.

I really didn't have any reservations per se about using the RenderBin and
NodeMask mechanisms. I suspected that I needed to use them but I wanted to
ping the group just to make sure I was on the right track. When using OSG,
it's always good to have a reality check before proceeding...:)

-Shayne

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Paul Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> I have a need to render a bunch of 2D geometry groups that have 
> different priorities for display (one group rendered on top of the other 
> according to their priority). I also need to have the ability to turn 
> the rendering off and on for some of the groups while maintaining 
> rendering priority.

How many different groups do you have, and what is the total data size 
of all the groups?

> I wanted some input or ideas on what might be the best way to handle 
> this in OSG. So far I've looked at the RenderBin mechanism for possible 
> priority rendering and the setNodeMask for turning rendering on and off. 
> I'm not sure this is the most elegant way to accomplish what I need to do.

In addition to setting the RenderBin, you'd need to disable depth test 
to get the painter's algorithm to work properly, of course.

The RenderBin and NodeMask mechanisms seem like they're designed for 
just the tasks you describe. Can you elaborate on why you have 
reservations about their suitability?
    -Paul


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