Check out the osgdepthpeeling code sample for one (somewhat slow)
implementation of depth peeling.
We don't have automatic triangle sorting, but we do have sorting of
drawables and geodes in the "DepthSortedBin" render bins.
Christian
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So, is there anything already implemented for such stuff?
I mean, something like the order independent depth peeling, or the more
expensive triangle sorting?
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=51723#51723
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OpenGL 4.x also has extensions which permit an A-buffer implementation:
http://blog.icare3d.org/2010/07/opengl-40-abuffer-v20-linked-lists-of.html
I've tested this example (and fixed some of the source), but I have not
tried to implement it in OSG. The technique does work, and works well, if
rock
There's definitely sample code for depth peeling available (osgdepthpeeling)
Sorting of geodes by distance is also implemented as a render bin feature -
but sorting at geode level may be a bit too coarse.
Transparency has been an issue in many forum/mailing list topics - because
it's hard and non
Hi all.
I took a (very quick) look at OSG 3.0.1 APIs,
to see if there is some technique for high quality transparency implemented,
but I couldn't find anything.
So, is there anything already implemented for such stuff?
I mean, something like the order independent depth peeling, or the more
expens
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