guy at dvp.co.il
Mon Mar 23 08:04:16 PDT 2009
Got it :-)
Personally I'd like change the osgdepthpartion example across to using a
series of viewer slave cameras, rather than in scene graph cameras. In
the future I hope to add this support doing effects like stereo and
depth partition as an integral part of the osgViewer library (stereo is
suppported via the lower level SceneView right now) so that these
effects can be requsted via viewer configuration. I have plenty of
other tasks on my plate right now so can't tackle these yet, but it's
useful for you to know where I'm going with this support.
On Mon, Mar 23, 2009 at 2:46 PM, Guy <guy at dvp.co.il> wrote:
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?
You have to render the cameras from back to front so rendering order is
Besides I would like to know what are the disadvantages of
DepthPartitionNode in ALL osg based application? Does is have
with HUDS or transparency?
The main problem is that your traversing the scene multiple times to
cull for each for cameras so CPU overhead is up and require extra buffer
clears and rendering so it impacts performance. Depth partitioning is a
niche requirement, only essential in small subset of applications so is
not appropriate to add in by default.
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