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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