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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