Hello Carsten,

> It seems you are using OpenSG 1.8, where you'd create an FBOViewport and 
> some TextureChunks to write the multiple render targets. You then add 
> the same TextureChunks to the material that also holds your SHLChunk and 
> set the uniform variables as above.
> Let us know if you need more details on any of these steps.
>   

Thank you for the answer. I have some other doubts:
1 )
when i have to pass OpenGL texture as a textureChunk (attached to the 
material with the shl) i think i need some method to set texture chunk 
data point to the currently OpenGL texture data already in memory 
written from the previous openGL shader.  Texture chunk data can be an 
image, loaded from disk but i do not know if it possible to make its 
data to point to an already binded OpenGL texture. I do not wat to save 
OpenGL texture to disk and then load it as Image due to the poor 
performance. How can i do?

2)
can you give me some example to make Multi Render Target in OpenSG? The 
shader i will "run" in openSG has to write into 3 mrt (in OpenGL i used 
glDrawBuffer(...) and then used gl_FragData[0], gl_FragData[1], 
gl_FragData[2] in the shader).

Thank you.

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