Hi Janusz,

I've never done a depth of field effect myself, but I'd start render
to texture and then in second pass resample this texture in a shader
to provide the blurr effect.  Generating a mipmap from the render to
texture might be very useful to streamline the sample.

Robert.

On Sat, Feb 23, 2008 at 7:32 PM, Janusz <[EMAIL PROTECTED]> wrote:
> Dear All:
>
>  How can achieve the famous "depth of field" effect  where only a portion
>  of a scene is clear with the remaining part blurred/jittered.
>
>  I understand I need to use the accumulation buffer and multi-passing but
>  how ?
>
>  I have alredy looked into the osgmotionblur example and a few other
>  opengl ones but my attempts were not quite successful.
>
>  Can anyone point me into the right direction? It needs to be done with
>  OpenSceneGraph.
>
>  Appreciate any help/advice.
>
>  Regards,
>  Janusz
>
>
>
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