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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