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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