Hi,

I'm slowly porting my pure opengl deferred rendering engine to make it OSG 
based.

In the original project I kept track of a list of all point lights. For each 
light I'd store its properties and a light volume. When rendering a frame, I'd 
go over this list and do a stencil pass followed by the actual lighting pass.

What would something like this look like in OSG?

My attempt so far:
I have all my light volumes in a specific subgraph and for each volume I have 
all the relevant light properties attached as uniforms of their statesets.
I was thinking that I could create a visitor that does does the stencil and 
lighting pass for each volume? 

Does that sound like a good idea? or should I go for a different approach?
If anyone has some information on how to implement this or has some example 
code that would probably speed things up significantly.


Thank you!

Cheers,
antiro

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http://forum.openscenegraph.org/viewtopic.php?p=71665#71665





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