On 9/19/2011 11:16 AM, Jeremy Moles wrote:
I can't help but wonder how to best do something like this in OSG. :)

The general solution -- OSG or whatever -- is to render your scene into one or more textures. Then draw a fullscreen quad to display the final image, but use a shader that uses your texture(s) as input to achieve the desired rendering effect. Depending on the effect or effects you want, you might need to draw multiple fullscreen quads with multiple different shaders, often using the rendered output of the previous quad as an input texture to the next. With a post-render pipeline such as this, you can create several visual effects, including depth of field, motion (or other) blur, glow, heat distortion, deferred lighting application, etc etc.
   -Paul


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