Thank you for your responses, Frédéric.
Joachim E. Vollrath a écrit : > 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 >> >> >> >> > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

