On 5/19/2011 2:51 PM, Paul Martz wrote:
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote:
[..] So the main pass is done (culled) before the shadow pass. I can
understand that the bounds calculation needs to cull the shadow receiving
scene first, or else we won't know where the shadow map should lie. However, I
wonder how this even works.
Culling order does not need to be the same as Rendering order. Rendering order
is defined by PRE_RENDER / POST_RENDER / NESTED_RENDER camera flag. Cull visitor
on the other hand simply traverses the scene tree in first encountered/first
processed order.
If you have multiple sibling Cameras with the same render order, their draw
order is determined by their order in the scene graph (or by the CullVisitor, in
other words).
Scratch that statement, in light of the render order num discussion in this
thread. :-)
On the other hand, if the render order number is *also* the same...
-Paul
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