Hi Peter,
The simple depth peeling is most likely to be incompatible with
multisampling as is.
In order to make it work, you most probably need to set up your FBOs
with multisampling enabled and adjust the shaders to use per-sample
evaluation. Quite possible that you need to do a depth/color-resolve
pass at some point to produce the final image/depth buffer.
Basically deferred-shading with multisampling might provide some
implementation details on how to set-up the buffers, samplers, textures
and how to use per-sample evaluation.
Cheers
Sebastian
No idea anyone?
Thanks in forward
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69383#69383
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