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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