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 > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org