Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-23 Thread Robert Osfield
Hi Viggo, On Wed, Jul 23, 2008 at 6:51 AM, Viggo Løvli [EMAIL PROTECTED] wrote: Is there any way to know whether or not the scene-graph has been modified? The OSG has very localised mechanisms for tracking dirty state, such as in osg::Image and osg::Array, but there isn't a general mechanism,

Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-23 Thread Viggo Løvli
Hi Peter, What you say is true in most cases. The 'simplest' way to do this would be to tell my system that the node-tree need re-formatting each time we call OSG to add children. That would require two calls each time, and also requre humans to remember to implement both calls. This opens

Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-23 Thread Peter Wraae Marino
Hi Viggo, This is only a suggestion (you may have other reasons). To avoid the human error as you called it, meaning that if someone forgets to call the reformat code... then you should have a method that 3rd party code/humans must use when adding to your scene, for example void

Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-23 Thread Viggo Løvli
Hi Peter, This is the problem I am trying to solve: --- Two partly transparent polygons intersect each other. Example: A tree created from two quads. The tree has many pixels that is completely opaque, and many pixels that is semi visible (transparent)

Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-23 Thread Robert Osfield
Hi Viggo, I think you are on totally wrong take w.r.t trying to track changes in the scene graph, for what is effectively just a custom transparent renderbin setup, and has little to do with the scene itself. The way you should tackle it is to customize the rendering backend so that the bins you

Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-23 Thread Viggo Løvli
Hi Robert, That sounds interesting. I hope it can solve my problem in a much better way. I am looking at the camera class and so far assuming that I need to use the setPreDrawCallback function. Looks to me like RenderStage calls this after culling has been done. My day is ending now, will

[osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-22 Thread Viggo Løvli
Hi, My code is currently formatting the node-masks of the whole scene-graph before we start rendering. The formatting code is only ran once. If a sub-node is added to the node-tree afterwards then I want to run my formatting code again. Is there any way to know whether or not the

Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-22 Thread Peter Wraae Marino
Hi Viggo, Don't know the details of your code, but if you are adding a sub-node then you have code already that is called for adding the sub-node and thereby you know when the scene-graph has been modified? regards, Peter http://osghelp.com On Wed, Jul 23, 2008 at 7:51 AM, Viggo Løvli [EMAIL