This is related to questions I asked before.  I've set the project aside
for a bit, and am coming back to it.

I am using a RenderBin to set aside some objects to be drawn in a
certain way.  During the drawImplementation(), I copy an image in the
frame buffer, draw the stuff in the RenderBin, then copy the framebuffer
into the image (accumulating the image from frame to frame).  (Stuff not
in this RenderBin aren't supposed to change, so it is OK that they are
just drawn by the image from last frame.)

I'm looking for how to reset that image so I can not draw it at the
beginning of the drawImplementation for one frame.

I currently have the image as a member of the RenderBin.  I want to
store it in our SceneServer class (this holds a SceneView) so that
images from different SceneViews don't get mixed up.  I haven't found a
way to specify that a RenderBin should use the image from one
SceneServer or another.

I'd like the RenderBin go out and ask for its image at the beginning of
its drawImplementation.  But I haven't yet found out how to get out and
find what SceneServer it belongs to.  But if I pass a pointer to the
prototype, all of these RenderBins will know about the same SceneServer.

How do I have some communication between my object with the SceneView,
and a RenderBin generated for drawing with that SceneView?

Maybe I need to identify my SceneServers with a number and append these
to the string that makes the RenderBin name.  "MyRenderBin1" and
"MyRenderBin2" would allow me to specify two different prototypes, and
each prototype could know about its own SceneServer, which would be
copied.  But I'd have to know this number to generate the string in the
place where we create the OSG objects and put them in the scene tree, so
that I could set the RenderBin details.  I'd like to not have to know
that there.

Thanks,
andy

The MathWorks

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