On Fri, Oct 26, 2012 at 3:57 PM, Glenn Waldron <[email protected]> wrote:
> > >> > Right. So for multipass in general, you have a root node; then under that > node there is one Group node per pass; then all these Group nodes share a > common child (the geometry to render). Each per-pass Group node can hold a > unique StateSet that assigns the proper texture, etc. > Very clever. Thanks for sharing > > Since you will also need to use the TexGen capabilities (discussed earlier > in this thread) to generate the correct texture coordinates for each pass, > you might use an osg::TexGenNode in place of the osg::Group. TexGen will > generate the UV coordinates for you. > I don't think so, as I already have the UV coordinates. I calculate them myself in order to allow for camera lens distortions and such. I think that TexGen (EYE_LINEAR) mentioned previously assumes a plain pinhole camera model without regarding effects from lens distortion. > You might also look at the osgFX::Effect class. This is a framework for > rendering a subgraph multiple times (multipass), using a separate StateSet > for each pass (just what I described above) so it might be a good fit, or > at least good reference material. > Sounds good, just the name (Effect) puzzles me. From looking at the documentation it seems that actually a lot of effects such as outlines, glow etc are done with that. Best, Christoph
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

