Order-Independent Transparency
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wbethel
Would like to see an option for an "Order-Independent
Transparancy" pass, also known as "depth peeling." The
implementation of which is outlined in the NVIDIA developers
white-paper (http://developer.nvidia.com/object/
Interactive_Order_Transparency.html). This would be a
replacement or alternate to the rmNodeSetRenderOrderCallback
method.
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Good idea - thanks for the suggestion. To implement the the
depth-peeling technique requires that we support fragment
programs. Such support is on the drawing board.
Is the intent of this suggestion to have general support for
correctly rendered transparent objects, or is there a
specific need for using fragment programs? Note that
rmNodeSetRenderOrderCallback helps with achieving correct
render order for transparent objects, but doesn't solve all
the problems (e.g., doesn't do sorting of primitive geometry
across node boundaries, and doesn't do intra primitive sorting).