OK, I didn't know there was already a prototype registered for TraversalOrderBin. You learn something new every day.
Anyway, if I understand your drawing correctly, I would comment that the only put into render bins are Drawables (not transforms). So if you have your Transforms set to a depth-sort bin, but all the drawables set to a traversal-order bin.. there's no depth sorting actually taking place b/c there aren't any drawables in a depth-sort bin. Does that make any sense? I could be wrong. Glenn On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan <[email protected]>wrote: > 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 > >
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