Hi Stefano,

Stefano wrote:
>> Hi there,
>>   i'm trying to implement a basic depth of field effect in my scene
>> using the mipmap method.. (more on this here
>> http://ducati.doc.ntu.ac.uk/uksim/dad/webpagepapers/Game-18.pdf)..
> 
> I wonder also if there is some simple known way to pass Image
> generated mipmaps to a SHLChunk... Do I have to generate and pass them
> manually to the shader?

You mean mipmaps that are stored in the in OpenSG Image? Those are 
automatic, whenever you use the Image in a texture. In general, if you 
have the texture's filter set to use mipmaps, they are created when the 
texture is uploaded.

However, the paper you reference talks about dynamically created 
mipmaps. Those are a different story, and I don't have an immediate 
solution for that, as it will take a multipass rendering approach. It 
would be very interesting to be able to get this as an option for the 
TextureGrabForeground (hint, hint :).

Yours

        Dirk




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