Sergey, Thanks, that's been very helpful. I have some other questions though: suppose you have a graph with camera C, a child of sibling cameras A & B, e.g.
A <- C B <- C Will C be rendered twice? If so, how would one make C render first, then render each of A, B with the output textures of C? Would it work to make C a child of A only, with A PRE_RENDER and B POST_RENDER? Thanks, Craig On Tuesday, May 3, 2011 at 2:30 AM, Sergey Polischuk wrote: > Sent incomplete message by accident :) > > Example : camera1 <- camera2(prerender) <- camera4(prerender) > <- camera3(postrender) > > render order will be camera4 (rendered first), camera2, camera3, > camera1(rendered last) > > Cheers, Sergey. > > 03.05.2011, 11:28, "Sergey Polischuk" <[email protected]>: > > Hi, Craig > > > > When you have nested cameras they work like nested render stages. All > > cameras under another camera node will render just before or just after > > (depending on render order set on camera) rendering parent camera. With > > that in mind you can build hierarchy that suits your purposes. > > > > Example : camera1 <- camera2 > > > > > > > > 02.05.2011, 16:17, "Craig S. Bosma" <[email protected]>;: > > > Will the same technique work with a third camera C? > > > > > > Sent from my iPhone > > > > > > On Apr 28, 2011, at 11:06 AM, Sergey Polischuk <[email protected]> wrote: > > > > > > Hi, Craig > > > > In your example, put camera A as child of B with render order on camera > > > > A set to prerender. > > > > > > > > Cheers, Sergey. > > > > > > > > > > > > 27.04.2011, 18:38, "Craig S. Bosma" <[email protected]>: > > > > > 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 > > > > _______________________________________________ > > > > 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 > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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