I have some questions about the SSAO technique implementation:
Does it really need a second (or more) pipeline with every geometry? I mean, I found some tutorials and stuff about it but mostly they just give you the directions to do it without entering in further details.
Is there any optimization possible? I'm using OSG and the I've got the impression that if you send the textures for the CPU and throwing again to the GPU isn't the best solution possible.
Is it possible to make the shaders generate a texture with the samples depth in a buffer and send it to the second pipe line using only the quad for the screen, the colors, the depth of the scene and the depth for the tests? I'm using osg and couldn't find how to properly do it in documentations.