Hi Robert,
Robert Osfield wrote:
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.
I understand,
in this case maybe a comment on the doxygen would be helpful.
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.
I ended up with adding on the fly a new texture for the "highlight"
effect and blend it to the existing one (using multitexturing).
To achieve this I'm duplicating on the underling drawables the texture
coords and indices.
But then I'd like to set the new texture layer once for all in a
decorator's stateSet. Something like:
group
| \
| \
| decorator - stateSet_with_texAttribute_1(ovveride)
| /
| /
geode - stateSet_with_texAttribute_0
[with
duplicate
indices]
It doesn't seems to work though, and I had to add the second texture
layer on the
geode itself, which I'd prefer to avoid to preserve that stateset intact.
Is it possible to use such a decorator path?
thanks_ricky
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/