I don't think there are other textures involved to add MSAA to.. two other blur units before the UnitInResampleOut could help yes,
also notice that the radius should be about 2.5 - 3 times sigma to make sure the entire kernel is used instead of cutoff by the radius. grtz, René 2011/11/24 Jean-Sébastien Guay <jean-sebastien.g...@cm-labs.com> > Hello René, > > > maybe multisampling can reduce the problem. >> > > The screenshot was with 4x MSAA active (in the camera->attach(...) call of > the HDR code, where we bind a texture to the main scene camera which is > then passed to the first unit in the osgPPU pipeline). > > Perhaps you're suggesting I enable MSAA for one of the other stages in the > pipeline? How would I do that? > > > also you can add an additional gausian blur to the image before >> resampling to reduce the artifacts. >> > > Again using the same separable blur (x and y passes)? So I would add two > other units before the UnitInResampleOut? > > Thanks for your suggestions, > > > J-S > -- > ______________________________**________________________ > Jean-Sebastien Guay > jean-sebastien.guay@cm-labs.**com<jean-sebastien.g...@cm-labs.com> > http://www.cm-labs.com/ > > http://whitestar02.dyndns-web.**com/<http://whitestar02.dyndns-web.com/> > ______________________________**_________________ > osg-users mailing list > osg-users@lists.**openscenegraph.org <osg-users@lists.openscenegraph.org> > http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** > openscenegraph.org<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >
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