Hello Art,
I would propose to use post processing outline technique.
Interesting technique, but unfortunately, integrating osgPPU into our
framework and doing all rendering through it would be too much work for
a simple outline technique.
That being said, I am planning a complete redesign of our effect/shader
architecture in the not too distant future. At that point, the whole
architecture might be RTT- or MRT-based, in which case it will probably
use osgPPU, and then using osgPPU for the outline effect would be
feasible :-)
I'm still wondering why the technique I have is so slow (over 3x cull
and draw time, and over 10x GPU time versus rendering the object without
outline). I'm thinking I'd like to run the code through gDebugger to get
a clearer picture. I just thought someone might have implemented a
similar technique and might have an idea.
Still, thanks for chiming in, and I do like osgPPU - I just can't use it
for the framework we use at work for now.
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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