Frédéric, an interactive implementation is bot trivial. There have been publications on it. But if you have a vertex shader available, then you should also be able to use fragment shaders, which are used in the depth peeling example.
It is also possible to do depth peeling completely without shaders. See the original publication on it. (google) Best, Joachim Frédéric SPEISSER wrote: > Thank you Joachim, > > Yes, I saw the depthpeeling example, but as I my graphic card is not > enough powerfull I cannot launch it ... > Sorting the triangles by depth before rendering is a solution, but as my > point of view is constantly changing, is it possible to do such a sort > in real time ? May be should I use vertex shader for this ? > > Frédéric > > > -- Joachim E. Vollrath Visualisierungsinstitut der Universitaet Stuttgart (VISUS) web: http://www.vis.uni-stuttgart.de/~vollrajm/ mail: [EMAIL PROTECTED] phone: 49.711.7816.403 fax: 49.711.7816.213 german postal address: Dipl. Inf. Joachim E. Vollrath Visualisierungsinstitut der Universitaet Stuttgart (VISUS) Nobelstrasse 15 70569 Stuttgart GERMANY _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

