Hi Robert,

On Sunday 18 February 2007 16:54, Robert Osfield wrote:
> This isn't possible without a bit of work, the reason is the ClipPlane
> is a positional state attribute that relies upon the current modelview
> matrix for the value it takes down on the GPU.  This positional
> aspects makes it essential that you bind such state attributes with a
> specific view matrix, it can't be just applied at any time like non
> positional state.  Other positional state includes osg::TexGen and
> osg::Light.
Ok.
>
> Its worth noting that position state all have special nodes that help
> position them  - osg::ClipPlaneNode, osg::TexGenNode and
> osg::LightSource, those nodes are picked up by the cull traversal as a
> means of collecting the modelview matrix to bind with the position
> state.  Since positional state often needs to apply to more than just
> a subgraph you need to apply them at a high level, and in the OSG case
> this means the RenderStage which which is part of the rendering
> backend that the cull traversal fits in.  This binding means that you
> effectively have one position of cliplane, light and texgen per
> RenderStage.  So to have multiple clip planes working on the same
> subgraph then you need to partition your scene into multiple
> RenderStage's, or for each group of positional state attributes.

So basically I need a pre/post render Camera for each of that setups.
Pre render/rtt cameras are way too slow - at least on my setup.

May be I will play with post render cameras ...
Did I find that correctly that nested ones do not get a render stage?
May by an other alternative is a custom drawable for that kind of stuff ...

   Greetings

         Mathias
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to