Hi, I use a RenderBin / NodeMask combination to exactly this and it works well. I can elaborate more if you wish.
Cheers, Brad -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC Sent: Wednesday, 10 February 2010 8:18 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 2D rendering priority... 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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g DISCLAIMER:--------------------------------------------------------------------------- This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. -------------------------------------------------------------------------------------- _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

