Hi Jeremy, Thanks for the tests and feedback. I'm focusing on creating a material system which may be a little similar to the Ogre one but will be very easy to integrate with OSG scenes. I'd like to also have a benchmark including a complete deferred shading pipeline in the near future to show others how OSG produces realistic worlds. :-)
Your requirement could be easiliy implemented with one forward pass rendering the scene to a texture, and two deferred passes doing the blur work with the texture as input. A final compositing pass will make use of the outputs of the blur passes and output to a new texture. You can get and use the new texture then in the scene for your own purpose instead of direct displaying them on screen. I'd like to upload a DOF effect file and an updated example some days later to demonstrate how these work. Thanks, Wang Rui 2012/9/11 Jeremy Moles <cubic...@gmail.com>: > On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote: > This looks really cool so far. I'd be really interested to know if it > supports the following (and would be willing to create examples if > you're willing to help)... > > Scenario: I want to render an entire subgraph to an FBO texture once, > then apply 2 or more completely different shaders in some order, then > put the final result into a last texture to be used somewhere in the > scene. I'm doing a guassian blur, which typically applies two different > shaders for x and y. > > I have this working in osgPPU, but I think you already have enough to do > it here, I just couldn't put the pieces together. :) > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org