Hi,

our client wants me to have some obscured 3D objects visible even if
there's e.g. a building in front of it.  Order independent transparency
rendering techniques such as depth peeling are too costly when it involves
a city model with hundreds of buildings.

So I was thinking to simply change the rendering style whenever the
fragment of my obscured object would not pass the depth test.

But I have no idea how one would implement a depth test in the fragment
shader and adapt the rendering style based on its outcome. Is it really
necessary to first render the entire scene into an FBO with a texture
attached as a depth buffer so that you can sample this depth texture later?
This seems extremely costly to me, as it would involve another full
geometry pass.

Are there any osg examples that access the depth buffer from a shader?

Christian
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