Hi,
in the case of osggameoflife, the state of a single "image" is updated
during every call to viewer.frame(). In other words the processing
starts with a single state and this is updated - the input in not
dynamic. The flip flop is only used because one cannot read from and
write to the same texture in a single pass.
It can work the same for blurring - at every call to frame an input can
be blurred further, but this assumes that the scene in not changing.
If you want a variable number of blur passes for every "frame" of a
dynamic scene, you will have to do mulitiple passes per "frame".
jp
On 14/12/10 16:41, Sajjadul Islam wrote:
Hi Delport ,
Is something like happening in osggameflife without adding the pass in the
scenegraph?
Please correct me if i m wrong.
They have multiple pass and they are are just flip flop the two output textures
...
Thank you!
Cheers,
Sajjadul
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=34837#34837
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