Hi.
I've found this OpenGL tutorial about rendering (faked) water caustics with OpenGL:

http://www.opengl.org/resources/code/rendering/mjktips/caustics/
http://www.opengl.org/resources/code/rendering/mjktips/caustics/underwater.c

What would be the right way to do this in OpenSG? If I would do it with blending, I think that I have to use the BlendChunk and the TexGenChunk, but I don't really get how to use them with the scenegraph from the testState*.cpp examples. Btw, is it really necessary to use a second render pass here? Wouldn't it be easier to use multitextures?

Thanks and regards,
Dominik


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