Hi,
I can help you a little with this.
I personally use a very simple copy shader and a fullscreen quad. Here's an
example.
Code:
// camera setup is a bit crowded, but involves render target implementation set
to frame_buffer_object, no culling, render order set to PRE, and a ortho2d(w,h)
projection matrix.
ref_ptr<Geometry> quad;
quad = createTexturedQuadGeometry(Vec3(), Vec3(Width, 0.0,
0.0), Vec3(0.0, Height, 0.0));
ref_ptr<Geode> geode = new Geode;
geode->addDrawable( quad.get() );
auto ss = geode->getOrCreateStateSet();
ss->setAttributeAndModes( shader->program, StateAttribute::ON );
gViewer->addSlave( camera, false );
Thank you!
Cheers,
Johny
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=71370#71370
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