There are several ways to do this. One way would be to create a custom osg::Drawable which contains your OpenGL calls. Attach a StateSet to it and call
stateSet->setRenderBinDetails( <some High Number>, "RenderBin");
where "some High Number" is a number high enough to insure that the drawable is drawn after the other geometry. Your geometry will be drawn in bin 0 or bin 10 depending on whether it is entirely opaque or has transparency traits.
-don
On 8/22/06, Art Tevs <[EMAIL PROTECTED]> wrote:
Hi!
I have a problem of understanding how to setup rendering of effect. I created
an Effect and Technique class that works on their children nodes (geodes).
The technique class is getting updated in each frame. Now I have to render
the effect after all geometries are already rendered, so the depth buffer
contains suitable values.
To render the effect I am using pure OpenGL calls (glVertex, glNormal, ...).
Now the question: How should I setup the effect node class, so it get
rendered after all geometry rendering stuff? Note: the traversal step must
stay there, because I have to render the children nodes without the effect
applied.
P.S. Sorry for bad english ;)
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