Hi Shuxing Xiao,

I have a similar problem, perhaps you can help me. I have a prerender camera with a texture attached and make computations on it with a fragment shader. Now I want to use the output of the shader as the input of another shader. I am not really sure how I can do this. Do I need another Camera or what? It would be usefull to me if you could explain me how you did it.

Thank,
Marcus

Shuxing Xiao schrieb:
I used to implement the silhouette calculating by multipass rendering.

I calculated the rendering image and the normal and depth buffer in some pre
render camera, respectively, and save them in some textures, which are the
inputs of the post render camera.(all of these three cameras are rendered by
GLSL shader.)

I don't know what exact problem you have encountered, but if you want to
discuss, feel free.


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andreas Hollmann
Sent: Monday, July 16, 2007 10:21 PM
To: [email protected]
Subject: [osg-users] multipass rendering

I need to implement post process effect.
I have to change the color of rendered picture depending on the depth
buffer.  So I wrote shader for my post process, but as input it needs the
rendered image and depth buffer.
Is there some another technique to render post process as differing shading?

I looked at osg prereder and reflection examples, but I do not have real
strategy. :-(

Help!!!
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Marcus Fritzen                  E-mail: [EMAIL PROTECTED]
University Koblenz              
Triererstr. 105, 56072 Koblenz, 
HIWI FB4 Herr Jackel
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