Hello, with your help i have created an OpenSG Stage core that provides Order-Independent Transparency via the Depth Peeling algorithm as described in http://developer.download.nvidia.com/SDK/10/opengl/src/dual_depth_peeling/doc/DualDepthPeeling.pdf . The implementation is based on the code that can be downloaded here: http://developer.download.nvidia.com/SDK/10/opengl/samples.html.
I think OpenSG would benefit from the integration of this core. The code is ready for your review and can be found at http://www.cip.ifi.lmu.de/~langal/osg_depthpeel.zip The project contains the code that compiles to a library which is used by a simple OpenSG test application (Screenshot: http://www.cip.ifi.lmu.de/~langal/osgdp.jpg ). A user should specify the number of passes and the texture unit he or she does not use otherwise. Unfortunately, the core is not self-contained, i.e. the user has to integrate the depth test shader code into his or her shader and probably cannot be combined with other stage cores. But so far as i am aware the other stages like DeferredShading have the same limitation, so i guess this is not a problem. I also have not tested the code on older machines. The DepthPeelingStage implements only the simplest front-to-back peeling technique, therefore requiring n passes for n depth layers, but should form a basis for more advanced techniques like Dual Depth Peeling. Kind regards, Alexander Lang ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
