Maybe you can describe this in more detail. I haven't worked with FBO 
stuff up to now.
I would assign a FBOViewport, with a unique texure assigned, to each 
ProjectionCameraDecorator, right?
How can I get the post processing done? How do I get the resulting image 
rendered?

Thank you very much,
Michael

Am 29.06.2010 21:05, schrieb Carsten Neumann:
>       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
>
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