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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