Hi About 3rd point - i think fixed pipeline opengl lighting may screw that.
26.01.2012, 20:32, "Aurelien Albert" <[email protected]>: > Hi, > > I solved my problem, but I don't really understand how. > > What I did : > > 1. attach the same depth buffer FBO to all cameras > 2. configure multisamples only on the first camera color buffer attachment > 3. always use a shader program to render post processing, even if there is no > post processing > > Point 1 : I really don't understand what difference it makes > > Point 2 : I use a color buffer shared between 2 cameras, it seems I can only > configure multisamples for the firs one > > Point 3 : really strange : if I render the textured quad to screen whitout > any shader, all screen become darker when the camera is very close to an > object > > Cheers, > Aurelien > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=45047#45047 > > _______________________________________________ > 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

