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
>
>
>
>
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