Hi Miguel, I believe osgPPU is the best way to implement such post effects.
I've also created a post-processing framework in the osgXI project (http://sourceforge.net/projects/osgxi/), called osgPostEffects. I'd like to see if your changes could be ported to my library, too, if possible. :-) Cheers, Wang Rui 2011/5/23 Miguel Angel Exposito <[email protected]>: > Hi, > > I'm porting Jimenez's Morphological Antialiasing implementation to GLSL. It's > implemented as a multipass (three passes) post processing effect. > > I already got the shaders working and an OpenGL demo and now I'm wondering > about making it work on OSG. > > My question is: What would be the best way to do it? (making an osgPPU, > osgPlugin, ...? > > ... > > Thank you! > > Cheers, > Miguel > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=39617#39617 > > > > > > _______________________________________________ > 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

