Hi Peter,

The simple depth peeling is most likely to be incompatible with multisampling as is.

In order to make it work, you most probably need to set up your FBOs with multisampling enabled and adjust the shaders to use per-sample evaluation. Quite possible that you need to do a depth/color-resolve pass at some point to produce the final image/depth buffer. Basically deferred-shading with multisampling might provide some implementation details on how to set-up the buffers, samplers, textures and how to use per-sample evaluation.



Cheers
Sebastian





No idea anyone?
Thanks in forward

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69383#69383





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