Re: [osg-users] osg-users Digest, Vol 31, Issue 4

2010-01-05 Thread Julien Valentin
I Have used a copy of unchanged pixels and it works, but I have still a question: I try to remove the pinponging by giving the 2 passes same textures as input and output... ( new renderPass(texture[0],texture[0])) And it works perfectly?!!! Performances are the same and i can use discard Can

Re: [osg-users] osg-users Digest, Vol 31, Issue 4

2010-01-05 Thread J.P. Delport
Hi Julien, you might be lucky if your output pixel does not depend on any input neighbours. Imagine all output fragment shader progs being executed in parallel with no fixed order. If an output pixel depends on input neighbours, the input values might be overwritten before they are read. I