Hello, i would like to implement the depth-peeling technique in order to realize correct transparency. This requires multiple render passes with FBOs in which the result of one pass is used in the next one. How can i realize this with OpenSG? I used the stage node and VisitSubtreeNode like in the examples and i successfully implemented rendering to a texture attached to a fbo (1 pass). However, for multiple passes attaching a stage node as child node of another stage node did not work. Any suggestions would be appreciated. Kind regards, Alexander Lang
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