Hi,

is the render order index another option?
This is the index that Camera::SetRenderOrder() takes as the second
parameter.
For instance if you place camera C in PreRender with index -1 and sibling A
and B in PreRender with a greater index,
I think you should get what you're after.

Ricky



On Sat, May 7, 2011 at 13:40, Sergey Polischuk <[email protected]> wrote:

> Hi, Craig
>
> Will C be rendered twice? <- yes
> Would it work to make C a child of A only, with A PRE_RENDER and B
> POST_RENDER? <- yes
>
> You could also use linear structure like A <- B <- C
>
> Cheers, Sergey.
>
>
> 06.05.2011, 17:55, "Craig S. Bosma" <[email protected]>:
>
> 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]>
> [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>
> 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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