3 options  (there may be others)
1)  Depending on the fidelity you need, render to a fbo some factor > the 
desired size of your target then downsample in fragment shader (Alternatively, 
use generate mipmaps in the camera->attach() when you apply the target to your 
fbo and let the gpu downsample for you).  This is the easiest to implement and 
produces adequate results in most cases.
2)  Get yourself an NV80 based (i.e. 8800 or quadro 5600) graphics card and 
modify the osg framebuffer cpp file to use the nvidia multisample frame buffer 
extension.
3)  Write your own custom multipass antialias routine for each object in your 
scene  (do this if you have lots of development time and want full control over 
your scene)

________________________________

From: [EMAIL PROTECTED] on behalf of Stephane Lamoliatte
Sent: Thu 1/24/2008 3:49 PM
To: OpenSceneGraph Users
Subject: [osg-users] FBO and Antialiasing



Hi,

I want to know if it is possible to render a scene to a frame buffer
object with antialiasing (MSAA).
If it is possible, how to do that with OpenSceneGraph ?

--
Stephane Lamoliatte
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