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
>
>
>
>
>
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