It would be nice if there was some way in compositor script to make target pass settings like visibility masks and material scheme inherit values from the viewport. This way a render_scene pass would behave similarly to the "internal" render pass (if you only use input_previous and never render the scene in a compositor chain).
I have been struggling with multiple viewports and these settings (See http://www.ogre3d.org/forums/viewtopic. ... 26#p509540) and option like this would make things easier.
Compositor target pass inheriting viewport settings
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- Gremlin
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Re: Compositor target pass inheriting viewport settings
I remember having a few issues with this feature. It is so convoluted the best workaround is to attach a compositor listener or renderable listener and set the values yourself.
Ogre 2.0's compositor has been completely rewritten from scratch, and isn't subject to these issues. It works differently though, as the Compositor is now the main method to drive Ogre's rendering path and Viewports are created automatically based on the Compositor node definitions; and rarely you end up manipulating Viewports because it's now an internal class rather than external.
Ogre 2.0's compositor has been completely rewritten from scratch, and isn't subject to these issues. It works differently though, as the Compositor is now the main method to drive Ogre's rendering path and Viewports are created automatically based on the Compositor node definitions; and rarely you end up manipulating Viewports because it's now an internal class rather than external.