Hi, yes view dependent ok. imagine a vehicle, each geode is a "panel" and the panel has a thickness. i plan to set a "distance" for the "x-ray" and a viewing angle (about "z", assume constant elevation (about "x" or "y"), render a frame and see what interior geometry fraction "shows through" by counting the pixels as the ratio of num of colored pixels. for the next frame, the viewing angle and/or "distance" will change. Note that the "distance" only serves to effect the "power" (vs thickness) of the x-ray so that as the viewing pos is "closer" more "penetration" can occur.
i would be interested in how to set this up as a multi-render ppu arrangement. My geometry is in a file, but there are several other nodes i create programmatically to make all this work. My problem is i'm very new with textures and shading and it's difficult to debug, compared to the usual development approach. right now i don't know the best way to set up the shader / texture / pixel objects. I'm ok with the osg nodes and have the transforms and callbacks ok. even the uniforms per geode are ok. i'm looking at depthpeeling and several other examples from osg to find the way to go with the shader pixel analysis parts. ... Thank you! Cheers, Bob ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16111#16111 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

