Hi Ricky, Duplicating geometry and state sounds way over complicated for what you need. Have a look at the osgscribe and osgmultitexture examples to see if they can provide some inspiration.
W.r.t documenting unimplemented features, perhaps the best thing is just to remove it from the enum list.... Robert. On 7/11/06, Riccardo Corsi <[EMAIL PROTECTED]> wrote:
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/
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