I should have mentioned that I am actually using TraversalOrderBin and DepthSortedBin in my code. Maybe I just don't understand how the renderbins work. Am I correct in assuming that for example the root node would have several numbered bins, each with the ability to have a depth sorted bin, a traversal bin, and a state sorted bin inside them?
It seems that no matter what I do, the last sort order I set in the hierarchy is the only one that does anything. On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron <[email protected]> wrote: > Sean, > > RenderBins do have a sort-by-traversal-order option, but it's not > accessible by default. But registering a custom bin is actually very easy > to implement. > > Here's some code for defining a custom traversal-order bin: > > > https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966 > > ..and the code that registers the prototype with OSG: > > https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132 > > Then, you just say setRenderBinDetails( binNum, binName) where binName is > the name of your custom bin. HTH. > > > Glenn Waldron / Pelican Mapping / @glennwaldron > > > On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan > <[email protected]>wrote: > >> Hey guys, >> >> I'm trying to make a system where I can render part of my scene with two >> passes: 1 for stencil mask, the other for stencil test. I have the passes >> working by putting things in consecutive renderbins. I set some stencil >> stuff in bin 11, then put the mask geometry in bin 12, then some more >> stencil related state changes in bin 13, then the final rendered geometry >> in bin 14 followed by some default state restoring stuff in bin 15. >> >> The reason why I do it this way is because of the way the geometry get >> added to the scene. I've made an image to help explain it: >> [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url] >> >> Figure 1 shows how the nodes are laid out that should be rendered with >> this system. Figure 2 shows how they should be sorted in the bins. >> >> Basically I need to have them sorted by depth according to the transform >> node at LEVEL 2, then drawn in the order that they were added to the LEVEL >> 3 group node. I don't want to sort by depth according to LEVEL 4. >> >> By fiddling with setRenderBinDetails and setNestRenderBins for some >> reason I can only get the whole thing to sort by depth, or the whole thing >> to sort by traversal. My understanding of the renderbins isn't great >> especially where setNestRenderBins comes in. >> >> Is there some magical combination of bin settings I can set that will >> make everything sort properly? Am I doing this completely the wrong way? >> >> Any help is appreciated! >> >> Cheers, >> Sean >> >> _______________________________________________ >> 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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