Hello Michael,

Michael Raab wrote:
> 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?

yes, so when the FBOViewports render they write to the texture.

> How can I get the post processing done? How do I get the resulting image 
> rendered?

You then add another (normal) Viewport after the FBOViewports with an 
ortho camera and a scene that just contains one axis aligned full screen 
quad. The material for that quad has the texture written by the 
FBOViewports and your luminance shader on it.
Make sure the textures are rectangle textures (with no 
mipmapping/filtering) and use gl_FragCoord.xy for the lookup.
When the normal Viewport renders its (trivial) scene it applies the post 
processing and writes the modified image to the back buffer.

An example for setting up an FBOViewport and use the scene written to it 
as a texture for the final image is in Tutorials/29FBOTexture.cpp.

Let me know if you need more details.

        Cheers,
                Carsten

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