Hi Ria,

On 06/05/2010 04:09 PM, Ria Müller wrote:
> Hi,
>
> I try to do a depth of field effect in OpenSG using a two-pass
> Post-processing Shader.
> On the first pass the scene is rendered, outputting the color, depth and
> a blurriness factor (depending on the depth).
> On the second pass the image from the first pass is filtered with a
> variable-sized filter kernel to simulate the circle of confusion. The
> blurriness factor from the first pass controls the size of the filter
> kernel.
>
> For being able to render in the scene to multiple buffers (color in
> RGBA8 and blurfactor in RGBA16) at one time I need to use multiple
> Render Targets. Unfortunately I'm very new to OpenSG and using 1.8 I
> couldn't find any descriptions or examples how to do that.
> Up to now I create two diffrent textures and attach them to an
> FBOViewport-Object:

sorry, I don't have the time to look into the details of your code right now. 
But in general FBO support is much better in OpenSG 2. What you're trying to do 
is probably pretty simple based on Carsten's Deferred Shading framework, which 
has to do post-processing anyway.

Carsten, can you comment a little bit on this one?

        Dirk

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