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
>>
>>
>>
>>     
>
>   

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