Hi Robert, I have now put together what I have for the order independent transparency or short oit. This rendering technique is also known as depth peeling.
Attached is the example that makes depth peeling work with the fixed function pipeline. Ok, this is 'old fashioned' but required for our use case that still has to work on older UNIX OpenGL implementations as well as together with a whole existing application making use of the fixed function pipeline. I can imagine to add support for shaders when we have that shader composition framework where we can add a second depth test in a generic way. This does *not* implement the dual depth peeling described in a paper from the ETH Zürich. This example could serve as a test case for the feature that you can on the fly remove pre render cameras that you made work a few time ago. It is also a test case for the new TraversalOrderBin that is used to composite the depth layers in the correct blend order. This example also stresses your new texture object cache since you can change some parameters for the oit implementation at runtime. You can just load any model with osgoit and see how it works. Use the usual help key to see what you can change. There is already an osgdepthpeeling example that I could not really make sense of up to now. So I just made something new without touching what I do not understand. Can you add this small example to the examples directory please? Thanks! Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196
osgoit.tar.bz2
Description: application/tbz
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