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
>>>
>>>
>>
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>>
>
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