Re: [osg-users] Depth of field effect

2008-02-24 Thread Robert Osfield
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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[osg-users] Depth of field effect

2008-02-23 Thread Janusz
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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