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 ------------------------------------------------------------------------------ Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
