Hi all, I need "OpenGL"/driver/fixed-pipeline/whatever I don't need to code, to do the following thing:
When rasterizing an object, first never ignore any pixel the object is projected on (even if the area the object consume in that pixels is tiny). Second multiply the object transparency by the percents the object occupies in that pixel. Is it possible? How can I achieve that? Suppose I can achieve it (maybe with OpenGL3.0, or special flags for previous versions that prevent openGL from discarding pixels that the object occupies less than some threshold on that pixel), does it mean all the objects should be sent to the transparent bin and have blending enabled? What amount of performance impact should I expect? If it is a major impact, do you have any other idea to achieve this effect for objects edges and for objects that are smaller than one pixel? Btw, this is not because I'm crazy, this process is closer to the physical process that happens with camera and therefore more accurate. Thanks, Guy.
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