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 > > > _______________________________________________ > osg-users mailing list > <[email protected]>[email protected] > <http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > osg-users mailing list > <[email protected]>[email protected] > <http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > <[email protected]>[email protected] > <http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> > 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 > >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

