So by saying something like this (from osgdepthshadow.cpp) // set the camera to render before the main camera. camera->setRenderOrder(osg::CameraNode::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT); I'm implicitly using FBO. I'll have to take a look @ osgprerender to get more of an idea of how to manipulate FBOs after they have been rendered. On 25-Aug-06, at 4:03 PM, Robert Osfield wrote: Hi Radu, |
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