[osg-users] Is it possible to know when the node-graph is 'dirty'?
vigigio at hotmail.com
Wed Jul 23 06:52:55 PDT 2008
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) and of course many invisible pixels.
If you render them without writing to the depth buffer:
- One will partly owerwrite the other.
If you render them with writing to the depth buffer:
- One will partly block the other.
Render them twice.
First render without writing to the depth buffer.
Second render with writing to the depth buffer.
When you have multiple trees then trees that are close to each other will some times overwrite or block each others, so I need to solve this too. It can be solved by rendering all trees in one pass, then all trees again in a second pass. Rendering each tree independently in two passes will only solve the problem for that tree while it can still block or overwrite other trees. So I must render all trees without writing to depth buffer and then all trees again with writing to depth buffer.
This solution works greatly.
The following is a new problem occurring when I am trying to render parts of the scene-grapth two times:
I need to reduce the number of polygons I render twice.
So, all completely opaque polygons need to be rendered only once.
All transparent polygons must be rendered twice.
The node tree is quite complex. It contains many different nodes which are turned on and off at runtime.
I need to detect who got transparent polygons. This problem is solved by a node visitor that checks the node's stateset and sees if it contains the BLEND state turned on.
I can also say that render bin 10 is the only bin that contain transparent objects.
If I want to go for the group node solution then I need a group that point only to transparent objects, and another group that point to the same objects. I then need to render both in one go. Sounds doable, but would be quite messy when you shall fo example add LOD nodes that contains both transparent and opaque objects. I would need to split them apart runtime and actually rewrite the whole tree. I do not think that is doable.
My solution was to mask the nodes so that I could use the cullMask on the camera to decide wether I want to render opaque objects or transparent objects. So I can have 3 cameras.
First one render opaque.
2nd renders transparent without depth write.
3rd renders transparent again with depth write.
The solution works like a dream this far.
So what is the real problem?
If someone add anything to the node tree, then I need to pre-process the nodes and set nodeMasks on them.
I can as you suggest write an interface function that all of our code must use to add nodes to the tree. It would work nicely.
Any future code will then be dependent on my library. Not a high price to pay.
Any future 3rd party products we use will also have to use my add function. This may cost more. If the products create a sub-tree which it give back to me then I can add it through the function. If the product later on through OSG callbacks decide to add more nodes then I have a huge problem. They would not use my function and would proably have 0xffffffff as node mask which means they would be rendered one time per camera I use.
So... I am struggeling to avoid this function. If I can somehow know that something is added to the tree, then I can simply re-format the tree. Any future products will therefore work automatically and no human errors can break the system.
Sorry for writing such a large mail, but its hard to explain with letters :-) I hope it clearifies my problem.
Date: Wed, 23 Jul 2008 15:10:45 +0200From: osghelp at gmail.comTo: osg-users at lists.openscenegraph.orgSubject: Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?
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 CMySceneManagerThingy::AddToScene( osg::Node* pNode )
// add to wherever you want the pNode to be added in the scene
// reformat your scene as you want
}on the other subject about rendering multitimes the same object.. you should just create a new group and add your objects to that group
and the group to the scene (do this as many times as you want)..
don't know why you should be messing around with the renderbins? unless you are trying somekind of render pass?
On Wed, Jul 23, 2008 at 11:00 AM, Viggo Løvli <vigigio at hotmail.com> wrote:
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 for human errors, which at least I dont want (I am lazy).I want to make my module (the one that need to format the node-masks) independent of the rest of the system, and to ensure that the rest of the system will not need to know about my module.I also want to be able to add 3rd party libraries to my application without re-writing them to do special calls to my module when they add nodes to the tree. So, the conclusion I have is that I need to automatically know when I need to format the node-masks. The osg::Group has a callback function named osg::Group::childInserted.I can make my root-node into a sub-class og osg::Group where I implement the childInserted function. This way I will get a callback each time someone add nodes to my root-node. If a module create it's own osg::Group and add children to it dymically then I would not know anything about that. I also saw Roberts reply and I agree that a dirty system on the node-tree would be very expensive. I knew that my question was a longshot. I am now thinking about other solutions to achieve my goal. The goal is to render the world with 3 slave cameras. One shall render all render-bins up to bin 9. One shall render bin 10. And the 3rd shall render bin 10 and up. So bin 10 is rendered twice. This is to fix some glitches on transparent polygons that intersect each other while needing to write to the depth-buffer. Ok, so another solution would be to force a camera to only render a certain number of bins.I have not seen any place in the code around camera or cull-settings that you can specify a camera to stay within a limited range of render-bins, so I guess this won't be as easy either? Do you have any suggestions on how to be able to render one bin twice in the same frame. The first and second render of the bin shall have a few render-states set differently. Regards,Viggo
Date: Wed, 23 Jul 2008 07:58:37 +0200From: osghelp at gmail.comTo: osg-users at lists.openscenegraph.orgSubject: Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?
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?
On Wed, Jul 23, 2008 at 7:51 AM, Viggo Løvli <vigigio at hotmail.com> wrote:
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 scene-graph has been modified? Regards,Viggo
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