Jean-Sébastien Guay wrote:
Does anyone have any tips about how to handle this case? Seems to me
like it would be a pretty common thing to do.
I've been toying around with integrating point sprites into a depth peeling
algorithm. This presents some pretty interesting issues, as points don't
rasterize like polygons -- no easy way to interpolate data over the surface of
the point sprite. This makes sampling the depth map rather complex. I'm about
ready to switch over to billboarded triangle pairs for this task. Assuming I do
that, depth peeling should solve the sorting issue.
There was an interesting blog on opengl.org headline news recently: "Fast and
Accurate Single-Pass A-Buffer using OpenGL 4.0+" (you might need to scroll down
a bit to find it). I don't know how well-suited it is for point sprites.
The same sorting issue is present with fields of billboard grass. Try a search
for grass rendering algorithms. They all seem to have their own back-to-front
sorting solution. Might be good to mine them for ideas.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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