pmartz at skew-matrix.com
Mon Mar 23 07:59:13 PDT 2009
The main problem with the osgdepthpartition example is the custom node isn't
thread sage, so the example forces the SingleThreaded model in Viewer.
A better solution for depth partition would be to use nested RTT cameras to
render back-to-front depth segments to textures, using the texture from the
prior pass to clear the framebuffer for the subsequent pass.
Skew Matrix Software LLC
+1 303 859 9466
From: osg-users-bounces at lists.openscenegraph.org
[mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Guy
Sent: Monday, March 23, 2009 8:47 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgdepthpartition
In the depth partition example, the class DepthPartitionNode allows
changing the render order of the camera to PRE/NESTED but then the
calculation of the RenderBin leaves is incorrect.
What is the logic for changing the cameras order?
Besides I would like to know what are the disadvantages of using
DepthPartitionNode in ALL osg based application? Does is have problems with
HUDS or transparency?
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