From: Dirk R. <dir...@gm...> - 2012-07-24 16:25:43
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Hi Alexander, On 07/23/2012 04:37 PM, Carsten Neumann wrote: > > my gut feeling for this sort of thing where you need to have quite close > control over the pass ordering and some of the OpenGL state that is > active for each pass is to write your own Stage type. > The HDRStage in Source/System/NodeCores/Groups/Effects/HDR may help a > bit with that, since it also renders the scene to a buffer and then > performs multiple post-processing passes with the result. > If you want to stick to expressing the passes with individual stages in > the tree, you probably want them to be siblings of a Group, just beware > that they will actually render in reverse order (last child stage > renders first). I agree with Carsten's gut on this one. ;) The main problem I see is that for depth peeling you might need an undetermined number of passes depending on the scene, and the current infrastructure is really more targeted at a fixed number of passes. Hope it helps Dirk |