Alright, thanks. At least I know what it's about now, it was driving me crazy 
because I had no idea whether it was because of me or osgPPU or OSG itself. I 
guess I'll have to try and hack together something that sort of circumvents the 
more elegant structures of OSG to handle this for the time being. Or perhaps 
just take a more deferred route, so that the actual shading itself is more like 
a post process too. Drop a line in this thread or somewhere if there's some 
progress with this issue someday.

Cool technique and video by the way, that and the others. :)

Also while I'm at it, something unrelated... Was there any clean way to enable 
trilinear filtering in osgPPU? It's pretty useful for quick and dirty variable 
sized blurring with mipmaps in some post processing things. osgPPU seems to 
explicitly disable it in UnitInMipmapOut::enableMipmapGeneration(), I got 
around that by modifying one of the values there to LINEAR_MIPMAP_LINEAR but 
that't not a very nice solution of course. Could there be an option to set 
that, for example?

- Miika

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16065#16065





_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to