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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