Hi, 

I'm working on a shader-driven graphics pipeline for an OSG-based app, and I 
want to better understand how I can better control the rendering order. I want 
to render my initial scene to several texture targets, with opaque and 
transparent objects handled separately. Currently I do this using node masks, 
but from this thread (http://forum.openscenegraph.org/viewtopic.php?t=2374) it 
seems like it would be better to use renderbin/renderstages. I have several 
more post-processing stages to follow, so I'm convinced that's the way to go 
for me to have full control over the pipeline.

I've dug into the source for SceneView, RenderBin, RenderStage, etc. but it's 
not obvious to me how to shift objects from one bin to another (aside from 
setRenderBinDetails), or how to add stages that form a dependency chain. If 
anyone has examples or general advice on where to look, I'd be glad to hear it.

Thanks,
Craig


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