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
>
>
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