Hi Marcus
that's good news, thank you for your help.
 
by the way where can i get an example of the fbo? i saw someone referencing a test file, but i don't know where to get it.
 
tanks in advance.
 
2006/7/16, Marcus Lindblom <[EMAIL PROTECTED]>:
You need render to texture to do what you want. See the FBOViewport
class I posted a few weeks ago (It's a modification of Yvonne's
excellent creation.)

It allows you to render to textures, both for color and depth. You can
then take those textures and use them as input for a second pass which
compose stuff to the visible framebuffer. (You need to set up several
viewport for this, FBOViewports for texture targets and regular
viewports for the final pass.)

Such functionality is not covered by MultiPassMaterial. It only helps
when you combine several materials with the GL blend function.

Cheers,
/Marcus

Tiago Coelho skrev:
> Hi,
> I'm developing a splat renderer using glsl with opensg and i need to run
> it in a cluster.
> I need to have two passes, one to calculate visibility and depth values,
> and another for shading.
> the problem is in the middle, i don't know how to use the output from
> one shader and make it an input in the second one.
>
> I found the MultiPassMaterial Class and saw an example using various
> simple materials, but still lost...
>
> any help is very wellcome :)
>
> should i render the first pass depth values to the framebuffer (using
> gl_FragColor) ? then how would i "redirect" that to a texture to be the
> input of the second pass shader?

--
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Pedro Tiago Cruz Coelho
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