Hi, // The adapted luminance ppu do compute it. However if you // can follow me for now, you maybe encounter, that this ppu do // have to write into the same texture as it also read from. // To prevent this, we just generate an inout ppu which do // nothing than render the copy of input to the output. // We will use the output of this ppu as input for the // adapted luminance ppu. In this way we do not write to the // same texture as we have readed from. osgPPU::UnitInOut* adaptedlumCopy = new osgPPU::UnitInOut(); adaptedlumCopy->setName("AdaptedLuminanceCopy"); adaptedlumCopy->addChild(adaptedlum);
// now connect the output of the adaptedlum with the rest where it is needed adaptedlum->addChild(adaptedlumCopy); adaptedlum->addChild(brightpass); brightpass->setInputToUniform(adaptedlum, "texAdaptedLuminance"); adaptedlum->addChild(hdr); hdr->setInputToUniform(adaptedlum, "texAdaptedLuminance"); Thank you! Cheers, Mirro ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76854#76854 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org