Hello Michael, Michael Raab wrote: > I think it looks ugly as I currently use RGB values instead of > luminance. Maybe a shader could calculate luminance value from RGB. Is > there a way to apply a shader chunk to all rendered geometries without > assigned to each Chunkmaterial?
not with 1.8 I'm afraid (for 2.0 you could use a ChunkOverrideGroup), it lacks the backend infrastructure to override individual chunks, you can only replace the Material globally with a MaterialGroup, but then everything is rendered with just one material... That's why I suggested to render to FBO and run a post processing step over the image, after all you only need to apply an image space operation. Does anybody know what happens if you render to a single channel (luminance) texture attached to an FBO, does that convert from RGB to luminance automatically? Cheers, Carsten ------------------------------------------------------------------------------ This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users