Haha well I've never played with them so I was rather sketchy on the theory.
Using MRTs would actually make for a pretty easy fix. I shall see if I can do that this week. K. 2009/11/16 Jean-Sébastien Guay <[email protected]>: > Hi Kim, > >> I'm not sure if Ogls multiple render target >> implementation is any more efficient than using a completely separate >> pass but rendering the ocean twice would be very costly. > > Yes, of course MRT is more efficient than multiple passes... It's only one > pass of the geometry, but with multiple buffer attachments that you can > address independently in your shaders. That's the whole point of MRT :-) > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [email protected] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

