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

