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
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