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 > > > > _______________________________________________ > osg-submissions mailing > [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > >
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