Alexandre Amalric wrote:
> Hi osg-users,
> I've read this post with interest because I need also to add order
> independant transparency to my osg-based application. Until now I'm
> using a triple pass rendering based on previous post from Viggo
> (osgForest glitch fix or something like that) to get alpha sorting looks
> correct.
> I've found something interesting on
> http://developer.nvidia.com/object/order_independent_transparency.html
> but I'm not able for now to get this working on OSG (my understanding on
> shader is unfortunately limited).
> So if Mathias achieve to make this works I'm very interested ;-)

  My understanding of Shader OIT is that it requires multiple render passes as 
well -- one
for each layer of transparency, front to back, until you get 'deep' enough you 
don't care
anymore.

-- 
Chris 'Xenon' Hanson, omo sanza lettere                  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen

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