On 7/7/06, Riccardo Corsi <[EMAIL PROTECTED]> wrote:
Hi all,
referring to this post
http://osgcvs.no-ip.com/osgarchiver/archives/February2004/0012.html
it seems that no implementation is provided for renderbin modes such as/
OVERRIDE_RENDERBIN_DETAILS.
/Is it still the case?
Yes.
This option was a place holder for this functionality, and still
remains so. Controlling RenderBin's is an awkward issue, and one only
partially resolved, I have intended to spend time working on a better
design for controlling RenderBin, and it's its likely to take a
different route to the current method, so rather than implementing the
above, it'll tackle it another route.
Alas I haven't had the time available to tackle this design work on
RenderBins, so it'll remain pending for a while yet.
In my application I'd like to "highlight" some object with a second
pass, which just blends a uniform texture with an alpha value to the
previous pass.
To do this I wrote a decorator which owns the texture in its stateset,
but as the renderBin details are not passed down in the hierarchy, the
transparent pass is probably not handled properly, so I don't get any
result.
The hack I'm using at the moment is to clone the subgraph I want to
highlight and render it with the decorator (which is not a decorator
anymore, actually...)
Is there a cleaner way to achieve that?
Any plan to implement the other renderBin modes??
A cull callback or a custom Node with a custom traverse method would
be able to create the RenderBin's required, its not particularily
clean though.
Robert.
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