Set the rendering order #1355
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The VSG records vsg::Command nodes to vsg::/vkCommandBuffer in the order they are traversed, so just put them in a vsg::Group in the order you want them ordered. If you want high level ordering, for techniques such as render to texture, then you can start looking a vsg::CommandGraph::submitOrder. $ grep -r submitOrder .
./examples/state/vsgdynamictexture_cs/vsgdynamictexture_cs.cpp: compute_commandGraph->submitOrder = -1; // make sure the compute_commandGraph is placed before the graphics_commandGraph when it's submitted to the VkQueue.
./examples/app/vsgrendertotexture/vsgrendertotexture.cpp: rtt_commandGraph->submitOrder = -1; // render before the main_commandGraph
./examples/app/vsgrendertotexture/vsgrendertotexture.cpp: rtt_commandGraph->submitOrder = -1; // render before the main_commandGraph
./examples/app/vsgrendertotexturearray/vsgrendertotexturearray.cpp: results_commandGraph->submitOrder = 1;
./examples/app/vsgrendertotexturearray/vsgrendertotexturearray.cpp: main_commandGraph->submitOrder = 0;
./examples/app/vsgrendertotexturearray/vsgrendertotexturearray.cpp: rtt_commandGraph->submitOrder = -1; // render before the main_commandGraph
./examples/app/vsgoffscreenshot/vsgoffscreenshot.cpp: offscreenCommandGraph->submitOrder = -1; // render before the displayCommandGraph The VSG allows you to nest CommandGraph and set their orders so -ve submitOrder get run first, then nested commands, then +ve get rendered next. |
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The VSG records vsg::Command nodes to vsg::/vkCommandBuffer in the order they are traversed, so just put them in a vsg::Group in the order you want them ordered.
If you want high level ordering, for techniques such as render to texture, then you can start looking a vsg::CommandGraph::submitOrder.