Hi Sebastian, I wanted to do this too. Specifically, I wanted to cull once based on the view frustum, then use nodemasks to render regular geometry to one buffer and render everything that glows to a glow texture. Unfortunately, I never figured out a way to do this. I don't think it's possible with OSG so I am doing all the culling twice. I hope someone can tell us otherwise.
I still have not gotten around to trying to use multiple render targets and shaders to direct different information to each one, but this might be an option. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

