Hi Christian,
Thank you for the submission,
I have a question however:
Did you by any chance to look into the weighted average oit (there was a
NVidia example, but I simply cannot find it anymore)?
Here is a strongly overhauled version of the original osgoit ("order
independent transparency") by Mathias Fröhlich. I called this version
myosgoit. It looks very nice, just build and run it!
This version adds:
- an encapsulation of the entire Depth Peeling procedure into a class
(not currently a scene graph node) for easier integration in other
projects.
- compositing with opaque (solid) geometry is possible and the opaque
model is only rendered once. This needs to performs some depth buffer
blitting between FBOs.
- mix and match with GLSL shaders in the transparent objects is
possible, as demonstrated with a 3D heat map intersecting an opaque
truck model.
Some Drawbacks:
- the display framebuffer does not receive any depth information from
the compositing camera. This could be fixed by compositing with a GLSL
shader and writing to FragDepth.
Comments, suggestions, improvements welcome.
Permission to include in osg examples is given. Just pick a more
appropriate name.
Christian
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