Art Tevs wrote:
P.S. The solution is practicaly for implementing iterative image processing 
algorithms with osgPPU for example.

I've been thinking about the same issue, rendering a subgraph repeatedly with different texture input and FBO setup output, for purposes of depth peeling. Overriding traverse in a custom Group node, or maybe even overriding drawImplementation in a custom Drawable, seems like the way to go.
   -Paul

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