Dirk Reiners schrieb:
>       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
>   

Hi Dirk,

thank you for your fast answer.
Unfortunately I need to use OpenSG 1.8 because  I use a Stereosystem 
which is based on this version.
Nevertheless I am interested in Carsten's Deferred Shading framework.
Maybe I can get some hints from it.

Does anybody know what the warning " FBO initialize pre OpenGL error: 
invalid operation!" means?

Thank you very much,
greetings,
Ria



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