Are there any stencil based algos used to create order independant transparency ?
how about looking around for it? (its independent, btw…)
you can find some papers on developer.nvidia.com as always, dunno if ati has something but google helps a lot…
I don’t know of any stencil-based approaches for OIT.
but i find it quite useless anyways…
>>Are there any stencil based algos used to create order independant transparency?<<
I wish there were. Trying to render a blended polygon soup is a real pain without OIT. Nvidia has a paper on this subject, but in my opinion their solution is a little too proprietary:
Basically, their algorithm requires two depth buffers. Since OGL does not implement this, they use the hardware shadow buffer as a substitute. It’s a bit of a hack, but apparently works well enough for some purposes.
(it’s neither btw)
you don’t even speak english,
so don’t tell people how to spell :>
well i do speak english, just not at home.
what is it then?
Originally posted by davepermen:
Ha ha, you correct Tooltech’s spelling and then you mispell “neither”. This board needs to lighten up.
[This message has been edited by Jambolo (edited 04-21-2002).]
Ok. I don’t care about spelling
However I care about OpenGL. I have made an algo that uses 3 passes for each “peel off” of transparency layer. It uses only stencil buffer and aqquires no extra buffer rendering. I am just looking for people that has made simillar approaches or has experience in this topic. It this technique new ?