hi,

have a look at osgstereomatch or osgdepthpeeling.

jp

>>> "Benoît Poulard" <[EMAIL PROTECTED]> 06/19/08 2:11 PM >>>
Hi,
I try to make a multi pass rendering in order to apply post effect after
each pass.
I try to have this pass order:

    camera1->RTT1->Quad->camera2->RTT2->Quad->camera3.

        Group* subgraph;
        Node* model;
        Geode quad1, quad2;

each camera is use like :
        cameraX->setClearColor(clearColour);
        cameraX->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        cameraX->setReferenceFrame(osg::Transform::RELATIVE_RF);
        cameraX->setProjectionMatrix(osg::Matrixd::identity());
        cameraX->setViewMatrix(osg::Matrixd::identity());
        cameraX->setViewport(0,0,tex_width,tex_height);

cameraX->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
        cameraX->attach(osg::Camera::COLOR_BUFFER, textureX);

and I try to set camera render order:
        camera1->setRenderOrder(osg::Camera::PRE_RENDER,0);
        camera2->setRenderOrder(osg::Camera::PRE_RENDER,1);
        camera3->setRenderOrder(osg::Camera::PRE_RENDER,2);

        camera1->addChild(model);
        camera2->addChild(quad1);
        camera3->addChild(quad2);

but it doesn't seems to be the good way, I have some OpenGL error with
FBO.

does somebody can explain me the way to use more of 2 pass render, i
need to
apply 3 or 4 filter ( as blur, noise, negative...) on a model?

I looked at the examples (osgprerender, osgprerendercubemap, osgHUD
...),
but I don't see how to solve my problem.

thanks.

Ben


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