Gerrit Voß ha scritto:
> Hi,
>
> On Wed, 2009-07-08 at 23:16 +0200, Vincenzo Marafioti wrote:
>   
>> 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)?
>>     
>
> wouldn't it be easier to add multiple polygonforegrounds, each with the
> material of one pass. They should be executed in order without
> disturbing the previous foregrounds so the results should accumulate.
>
> At least until we fix the problem.
>
> kind regards,
>   gerrit
>
>
>
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Thank you very much! It seems it works very well!

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