Robert, Thanks for pointing out the "TraversalOrderBin", I wasn't aware of that. However, I'm still a little unclear on how that might help for my use. Suppose I have a scene with with a root Group node and two child Camera Nodes, A and B. Suppose both render to a texture via FBO, and that B needs A's texture output. If I put the root node in the "TraversalOrderBin", would that guarantee that camera A is rendered completely before camera B? What if A instead were a child of B?
Thanks, Craig On Tuesday, April 26, 2011 at 5:01 AM, Robert Osfield wrote: > Hi Craig, > > The best way to manage render bin is vis State::setRenderBinDetails(), > and in the 2.9.x dev series you can now select a render bin that sorts > on traversal order of a subgrpah which makes some techniques easier - > use the RenderBin string "TraversalOrderBin" to select this bin. > > If you want to create and chain RenderStages then using an osg::Camera > in the scene graph is often one of the best ways to do this, and use > the Camera::setRenderOrder(..) to control the order. You can also use > a custom cull traversal callback to create RenderStage/RenderBin and > assign these to the rendering backend, but this does require a greater > knowledge of the internals of the rendering backend. > > Robert. > > On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma <[email protected]> wrote: > > 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 > > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

