Hi all,
see also this thread for maybe a different idea. We also need multiple
(but variable) passes for an image processing algorithm.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423
regards
jp
Paul Martz wrote:
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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