Thanks for the suggestion. I've been trying things and looking at OSG code and have some more questions.
When I actually looked at the sortByState() method in RenderBin, it says that it doesn't do anything, because state sorting is more expensive than it is worth. It also says: "The contents of the StateGraph leaves is already coarse grained sorted, this sorting is as a function of the cull traversal." What does this mean? My guess is that it refers to putting things into RenderBins (using setRenderingHint() and any explicit render bins I set). Can anything else set stuff into render bins, or any other kinds of sorting? I did implement a NoSortRenderBin, but I'm not sure it does anything different than the standard RenderBin calling sortByState(). If I don't change the sort mode (I think default is sort by state?), don't call setRenderingHint() (so only one pass) and turn off depth tests and writes, will I draw in order of a depth-first traveral of the tree? Or is there sorting or grouping somewhere else? Thanks, andy -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, May 18, 2007 4:20 PM To: 'osg users' Subject: RE: [osg-users] controlling ordering > Sometimes we might want to control the ordering of how things > are actually drawn. We have cases where we'd like things to > come out in the order in which they appear in a depth-first > traversal of the scene graph, with no zbuffer. (Obviously, > this is a special case, usually just 2D.) > > We can turn off the zbuffer, but how would we get OSG to not > sort into bins or re-order in any other way? > > We have a SceneView and call cull and draw on it. Well, the OSG way is to put things in a RenderBin. So, you could create your own custom RenderBin and then override the methods that handle sorting so that the sort is a no-op. Then change the StateSet that your scene graph uses so that the CullVisitor places everything in this new custom RenderBin. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
