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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