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
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