I compiled the nVidia dual depth peeling sample (not using OSG) and removed
all nVidia extensions.

Then I tested on Intel.X3100 graphics and fixed the shader code to compile
on Intel. But alas, the screen stayed all black (no error messages on the
console indicating problems) so I gave up. Besides, the porting work to OSG
would have been quite a lot of work.

Christian



2013/2/25 Sebastian Messerschmidt <[email protected]>

>  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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