Hi Christian, Sorry for the slow turnaround on review. I've just had a quick once over your code, but haven't compiled and tested it yet. Is there a reason why your myosgoit shouldn't just replace osgoit?
Robert. On 25 February 2013 14:33, Christian Buchner <[email protected]> wrote: > > 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 list > [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
