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

