I asked a similar question to this several months ago...
I'm looking to "average" several frames together, however, this time I want to
average discrete frames. That is, I want to average, for example, the first X
frames and then display the results and then average the next X frames and
display the results where X might change while running. I want to do an
"update" traversal for each of the X frames to move my players as we are doing
the averaging.
I am using shaders and am rendering to a texture.
Would I need to setup Y camera (where Y is the maximum frames to average > X),
and do a multple pass rendering ping ponging the rendering texture. I would
then need to switch off all Cameras >X and <Y. Then in my shaders I would need
to take the output and divide by X and add to the "running average" texture.
Is there an easier way?? Would osgPPU help?
Any help (before I make a mess of my current code) is greatly appreciated.
Paul P.
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