Hello forum, I already have scene that i want to render to an FBO-attached texture and run that texture through a fragment shader that applies a image processing(blurring) to the half of the scene. Then with a particular key press event the processed image(half of the scene) will go through several passes of blurring operation.
At last the two color outputs - one half - the original scene and the other half - the blurred part with one/several passes of blurring operation, from the fragment shader are mapped to an FBO with two color attachments. The two textures with two different framebuffer effects are ten tiled a final pass to the window after unbinding the fbo. Which examples demonstrate the scenario that i am trying get? Thanks Sajjad
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