Hi

If you mean output to texture attached to fbo it works for me without any 
problems. At the end of pipeline you just create osgPPU::UnitOut with output 
texture set to your fbo attachment texture. Also IIRC you should add your 
processor to main scene graph (viewer->getSceneData() ) or to viewer camera 
even if you processing nested camera output.

Cheers.

07.09.2012, 00:25, "Jeremy Moles" <[email protected]>:
> Hey guys, I'm looking for some osgPPU example code demonstrating setting
> up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the
> project currently--at least, as far as I can tell--appear to always use
> the Viewer's Camera directly, which won't work for my use.
>
> Futhermore, all of my own personal attempts to implement this result in
> some really crazy results; for example, creating a black, null Viewport
> inside my SceneGraph with no seeming purpose.
>
> I haven't seen much traffic from Art Tevs lately, so if there's an
> alternative to osgPPU, I'd be willing to try that out too.
>
> Thanks!
>
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