Hi,

sorry, I can't quite follow the code, but do something like this:

input_texture -> ProcessPass[0] -> Out[0]
Out[0] -> Process[1] -> Out[1]
Out[1] -> Process[2] -> Out[2]

Just make a chain...

Depending on how many passes you have enables, view one of the Out[] textures.

jp

On 15/12/10 02:40, Sajjadul Islam wrote:
Hi Delport,

I have added one more pass branch to  the graph and i can see a new behavior. 
The code snippet for it as follows:


***************************************************************************'

//the first pass in the scene, with the key press the following do the blur on 
the initial scene
    _ProcessPass[0] = new 
ProcessPass(_OutTextureBlur[0].get(),_OutTextureBlur[1].get(),
    _TextureWidth,_TextureHeight);

//takes the input of the first pass and blur it even more, and the screen 
freezes
    _ProcessPass[1] = new 
ProcessPass(_OutTextureBlur[1].get(),_OutTextureBlur[0].get(),
    _TextureWidth,_TextureHeight);


//SOMETHING INTERESTING HAPPENS HERE!
//The following pass make the last scene less blur instead of more blur than 
the last frozen scene, but the scene is not frozen anymore, i can rotate around 
the model, zoom in and zoom out
    _ProcessPass[2] = new 
ProcessPass(_OutTextureBlur[0].get(),_OutTextureBlur[1].get(),
    _TextureWidth,_TextureHeight);

    _BranchSwitch[0]->addChild(_ProcessPass[0]->getRoot().get());
    _BranchSwitch[1]->addChild(_ProcessPass[1]->getRoot().get());
    _BranchSwitch[2]->addChild(_ProcessPass[2]->getRoot().get());

'***************************************************************************

From the above description it seems that the last pass is reversing the blur 
effect.
In ProcessPass[1] - the scene is getting more blurry. It seems that the 
ProcessPass pass is doing the job right, but in the ProcessPass[2] it isnot.


Any idea?


Thank you!

Regards
Sajjadul

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