With respect to depth partitioning, I've successfully implemented this with a
custom RenderStage. The CullVisitor does a single cull on the entire view
volume, but the custom RenderStage does multiple draw passes, varying the
projection matrix appropriately for each pass. This is not yet open source, but
I wanted to mention it so that you know it's possible.
-Paul
Eric Pouliquen wrote:
Hi Robert,
you wrote in 2009 March something like this :
"Personally I'd like change the osgdepthpartion example across to using a series of
viewer slave cameras, rather than in scene graph cameras. In the future I hope to add
this support doing effects like stereo and depth partition as an integral part of the
osgViewer library (stereo is suppported via the lower level SceneView right now) so that
these effects can be requsted via viewer configuration. I have plenty of other tasks on
my plate right now so can't tackle these yet, but it's useful for you to know where I'm
going with this support. "
I'm using large scenes in my apps, using in-SceneGraph cameras, so I'm very
interested in this idea and would like to know where are you on this roadmap ?
Thank you
Eric
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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