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

Reply via email to