Thanks for your replying, Robert? I want to do the lighting in the first pass shader, and do the anti-aliasing in the second pass, since the anti-aliasing pass need to communicate with the neighbor pixels, so the anti-aliasing must be done in another pass after all the lighting have been done. "GLSL can have multiple shaders making up a single vertex/fragment program but this isn't multi-pass shaders.", how do those multiple shaders in one program work together? They're working in the same pass? They are working parallel or one after another? Which of the examples in the OSG source code is about this topic? or where I can get any reference? Thanks in advance. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 2006?12?7? 17:40 To: osg users Subject: Re: [osg-users] mutipass shaders Hi Xiaoshuxing, What exactly do you mean by multi-pass shaders? The OSG support multi-pass, multi-stage rendering, and its support GLSL fully. GLSL can have multiple shaders making up a single vertex/fragment program but this isn't multi-pass shaders. Robert. On 12/7/06, xiaoshuxing <[EMAIL PROTECTED]> wrote: > > > > > Hi, everyone: > > Is there anyone here has used mutipass shaders in osg? > > Which of the osg examples has been talking about this? Or is there any else > examples about this? > > thanks > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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