Hello Johannes, you should be able to implement this two-pass rendering technique using a Stage core together with a VisitSubTree core. Regarding the custom depth test, the DepthPeelingStage does something similar. Have a look at System/NodeCores/Groups/Effects/OIT/testDepthPeeling.cpp.
Regards, Alexander > 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 > ------------------------------------------------------------------------------ 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
