Hi,
> Is there a reason why you can't just use a osg::Camera that is drawn after > the main scene? I'm facing the same problem : in my OSG graph, I render data from physical simulations using a RTT camera and I need to postprocess the rendered texture before display it. The problem is to easily execute different postprocess algorithms : they are not suitable for a simple render quad or a simple subgraph. In some cases, I need to do sequencial multiple post processing, and between each step I have to readback some values to CPU, compute something on the CPU and feed the next shader with it. It can be done with multiples Camera/CameraCallBack, but this is a lot of coding and complex scene graph. Having a solution to manually execute a "draw" on a Camera using a specified state would be great (no Viewer involved). It allow to write this kind of stuff : 1/ Create different simple graph to compute each step, each graph is something like : Camera (RTT) | RenderQuad (with postprocessing shader) 2/ Add a PostDrawCallback to main Camera 3/ In this PostDrawCallback execute this : - subgraph_step_1->draw(pState); - readback / compute something - subgraph_step_2->draw(pState); - readback / compute something - subgraph_step_3->draw(pState); - readback / compute something I think this should work only if subgraph cameras are RTT cameras. And maybe the rendering should be really simple : no event / update traversal, maybe not even culling, just draw all objects[/quote] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51198#51198 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

