Hi Christain,

The way I would do is is have a set of osg::Camera set up to do FBO
RTT, each outputting a separate texture.  The rendering order
(Camera::setRenderOrder) should be set to draw the first Camera in
your sequence first and so on.

A later tweak might be to try and use the same FBO in each Camera, but
we will probably  have to add some extra set methods into osg::Camera
to do this.

Robert.

On 6/25/07, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
Hello,

after i've implemented and bind some simple single pass shader effects like 
DOT3 per pixel lighting i want to bind some multi pass shader effects like DOF 
or Motionblurr to my scene.

To use this multi pass shader effects it's required to use the frame buffer 
object (FBO) as render to texture target, where the result of a pass is the 
input for the next pass. I've searched the mailing lists and examples to find 
hints how i can realize this, but i can't find anything...

One of my thoughts is to solve this problem using a self implemented draw 
cullback mechanism, where i set the FBO rendering mechanismen via OpenGL 
commands for each geometry...

Is this the right idea? Or can i realize the effect in a better way?

Thanks for any help,
best regards
Christian



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