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 ------------------------------------------------------------------------------ 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