Hello,

I've tried the approach but it didn't quite give me the results.
As proposed I've installed the 2 cullcallbacks and moved the transparent bin from one camera to the other. After debugging I also saw that the transparent bin of the second camera is indeed rendered, but somehow I think all state associated with it is messed up. E.g. the geometry is supposed to use a special shader, which is bound to the second camera, but it seems it is never executed.
Any further hints?

cheers
Sebastian

Hello,

I know this question has been asked before, but I didn't extract enough information out of the answers to understand it fully. What I want to achive seems simple. I have separate renderpasses with the same viewpoint to render different parts of the scene to different rendertargets. For example I need to split the opaque parts from the transparent/translucent ones. Right now, I'm using nodemasks on the cameras an respective parts of the scene. Unfortunally this brings two major problems: 1. Everything has to traversed/culled more by every camera. So if the scenegraph is large and complex with node masks only near the leaves, the accumulated cull time will be a problem. 2. If a geode has transparent and opaque parts it is impossible to do it correctly, as drawables are "second" class nodes i.e. don't carry nodemasks.

So right now I'm splitting up geodes with different renderbins an reorder them. Naturally this can have a huge impact on the scene, as it get cluttered at the bottom effectively cutting my framerate in certain scenes to half and below. The idea I had in the last day would like this (in a rather abstract way):

Cull the scene once and let different cameras use different renderbins to render to their target.



Now my problem is, that I don't know where to start with this, or if there are some things in OSG that might even allow this naturally.

cheers
Sebastian
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