Hello to all interested in the new depth peeling example, I was Steffen Frey's advisor at university when he implemented this code as a course project. I encouraged him to contribute his code and I thought I might give a short clarification of what the code is supposed to do.
Basically, what Steffen did, was to implement techniques demonstrated in the Article "Blueprint Rendering and Sketchy Drawings" by Marc Nienhaus and Juergen Doellner (Univ. of Potsdam) from the "GPU Gems 2" book. In other words: his code utilizes the depth peeling algorithm in order to render models with nothing else than silhouette and crease edges. In addition it is also possible to perturb these edges to get the visual appearance of a sketchy drawing. This (just drawing the edges) is what Steffen meant by "ignoring" transparency. If anyone is after transparent rendering of geometry without sorting triangles, Steffen's contribution might be a good starting point for own implementations. Basically, one would just have to replace parts of the shaders. Cheers, Joachim -- Joachim E. Vollrath University of Stuttgart Institute for Visualization and Interactive Systems (VIS) web: http://www.vis.uni-stuttgart.de/~vollrajm/ mail: [EMAIL PROTECTED] phone: 49.711.7816.403 fax: 49.711.7816.340 german postal address: Dipl. Inf. Joachim E. Vollrath Universitaet Stuttgart, Institutsverbund Informatik Institut fuer Visualisierung und Interaktive Systeme Universitaetstrasse 38 70569 Stuttgart GERMANY _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

