Hello,

 

I'm playing with silhouettes and NPR rendering. I found an article with
an GLSL silhouette shader at

 

http://prideout.net/blog/?p=54

 

which I would like to map to OpenSG.

 

The method described in the article does need a texture of the depth
buffer of an early Z-pass available in the fragment shader. The method
is called 'spine testing'.

What is the best and recommended way to implement this with OpenSG?

Is it possible and necessary to get the depth texture of each material
separately? 

The spine test evaluates non local information from the depth texture in
the fragment shader.

 

Best,

Johannes

 


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