Hello,

> i'm a little confused, do you want the values in the texture to not be
> clamped, or do you mean addressing the texture by integers (i.e. pixels)
> instead of the usual coordinates in [0 - 1]?

Sorry about, I need both of them. :) and i have resolved, thanks!

> The BlendChunk should not matter much ...

I realize it after some test. I got result value not clamped to [0-1] but
i have another annoying problem.

(I should change the post subject in : polygonforeground and
materialmultipass...)

I have attached the Multipass Material to a PolygonForeground and this to
a FBOViewport:

MultipassMaterial <---> PolygonForeground <---> FBOViewport

It seems that just one pass seems to be executed. I read in OpenSG thread
that polygonforeground do not support multipass material.
http://www.mail-archive.com/[email protected]/msg07826.html

There was some update about? Do you know some tricks to avoid it (I was
wondering to "simulate" a polygonforeground using a wrapper)?

Thank you very much!

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