Hello, I am trying to create a special rendering process using OpenSceneGraph. This rendering is composed by two main steps : The first step is a multi-pass rendering based on the lights of the scene. I must find them in the scene graph : For each lights, I draw a plane on the screen surface having a material defined by a fragment shader initialized with the current light parameters. Each rendering must be merged into a FBO. After, I draw the resulting FBO on a screen (second step). If I have 8 light nodes in my scene, I will have to realize 8 rendering in combining them during the first step. Can you help me to find the best solution to make the first step with a combining shader (object to use, to redefine, ...)? My objective is to use graphics card's power in order to make merging and rendering (no CPU). For the moment, I parse the light node (using my own NodeVisitor) but I can't compute my different rendering and combine them into a FBO. I search a easy solution like osgDistortion object (where cameras are directly implemented in this objet and user must just give scene node).
Best regards. Romain ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7214#7214 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

