Order independant transparency

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.

me neighter…

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:
http://developer.nvidia.com/view.asp?IO=Interactive_Order_Transparency

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:
me neighter…

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 :wink:

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 ?