Configure a scene graph with different pipelines #1536
-
So, I'm curently struggling with the following setup: The grid is wrapped ini a stategroup that contains the grid transfrom, vertex/index data and descriptor/pipeline binding calls + DrawIndexed. The system breaks when I try to add both the model and the grid into the same scene. Checking what vsgXchanges assim produces, I found that that is a CullNOde nontaining a StateGroup node, so that is fine. Not sure if that is enough information, but maybe just answer me by telling what steps to be taken to achieve the wanted: Adding different models using different shaders (essentially) into the same scene. Thanks alot! :) |
Beta Was this translation helpful? Give feedback.
Replies: 1 comment 3 replies
-
In principle what you are doing is perfectly well supported and done by many other applications. The question is what are doing that is causing the crash. Most likely it'll be related to the code setting up your own rendering subgraph rather than the one loaded from vsgXchange, but there simply isn't enough information to know what is going wrong. The vsgdynamicload example might be a good one to review as this loads multiple models in a background thread, compiles the subgraph and then merges them with the main scene graph during the update phase. You might need the threading, but might need some of the other elements so it's worth learning about it. |
Beta Was this translation helpful? Give feedback.
In principle what you are doing is perfectly well supported and done by many other applications. The question is what are doing that is causing the crash. Most likely it'll be related to the code setting up your own rendering subgraph rather than the one loaded from vsgXchange, but there simply isn't enough information to know what is going wrong.
The vsgdynamicload example might be a good one to review as this loads multiple models in a background thread, compiles the subgraph and then merges them with the main scene graph during the update phase. You might need the threading, but might need some of the other elements so it's worth learning about it.