Hi Marcus,

Marcus Lindblom wrote:
> Depth peeling. It requires many render passes and custom shaders, but it 
> will give fast and correct out-of-order rendering of transparent 
> intersecting trianglers.
I've been thinking about putting DP into the system for a while, but 
haven't got around to it.
> Yeah. I've been offline for a few weeks due to a wisdom tooth, and then 
> I've switched jobs. Anyway, that link doesn't work for me. :(
>   
Hope your tooth trouble is finished. I got rid of two a long time ago 
and I'm hoping the other two stay quiet...

What;s your new job?
> Anyway, I did try with BSP sorting (recreating indices as you say) but 
> as we had dynamic transparent geometry it wasn't fast enough at all. 
> Depth-peeling worked like a charm (we only needed 3-4 layers to render 
> our rather simple but heavily intersecting geometry).
>   
How hard was it to integrate that? Would you be able to provide a simple 
example program that shows how to do it?

Yours

    Dirk



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