Hi Oliver,

You can implement your own custom RenderBin's and RenderStage's.  This
is where the StateSet::RenderBinDetails comes in - it provides the
name of the RenderBin/Stage.  osgUtil::RenderBin also has methods for
registering prototypes of the RenderBin/Stages, these prototype are
cloned.

However, it would probably be best to just tweak the existing
osgUtil::RenderStage to do what you need then submit it for
review/inclusion with the core OSG.

Robert.

On 11/4/06, Oliver Kutter <[EMAIL PROTECTED]> wrote:

 Hi Robert,

 Is it possible to implement my own RenderStage with some new functions I
need, which inherits from osgUtil/RenderStage and set it to the SceneView
with setRenderStage(...)? Is then the new RenderStage completely responsible
for the render-to-texture part? Can I also use it to manually read back the
z-buffer?

 regards
 Oliver

 Robert Osfield schrieb:
Hi Oliver,

 The rendering is done in the OSG's rendering back end, which is
 populated by the cull traversal.  The CameraNode just controls how
 this rendering back end is set up.  The place in particular where all
 the RTT stuff happens is in src/osgUtil/RenderStage.cpp.

 For read back the thing to do is attach an osg::Image.  I recall a use
 having a problem with  this for z buffer read back a while back, I
 don't recall enough what the resolution if any was.

 Robert.

 On 11/2/06, Oliver Kutter <[EMAIL PROTECTED]> wrote:

Hi,

 I want to do some buffer read back, e.g. read out z-buffer values or
 texture values from fbo render targets. How can I do this?
 My idea was to inherit from osg::CameraNode and implement an own
 CameraNode. But I can't find out where the rendering is done. When and
 where is the rendering of the camera done?

 Or can I do it anyway else?

 regards,
 Oliver
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