On Sat, 2007-04-28 at 15:35 +0200, Vasek Potocek wrote:
> Hello,
> 
> is there any way of utilizing OpenGL's depth test instead of the paint order? 
> If I understand it well, the aim here is 
> to get it looking _like_ with depth test. I understand that shifting windows 
> by an "infinitesimal" offset in the z 
> direction would lead to various problems, but isn't is possible to persuade 
> OpenGL somehow to use different coordinate 
> for the depth test than for the perspective projection? (It would require a 
> little bit more math than I outlined here, 
> but should be possible.)

It would be possible but it would require destination alpha for
translucent windows and I really don't want that to be a requirement.
It's usually very easy for us to know the order of all windows so
designing the drawing code so that a depth buffer and destination alpha
isn't required makes a lot of sense to me.

- David

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