I’m doing some volume rendering and want to compose the transparent stuff on top of the solid.
I figured I’d use FBO and a depth texture, two passes:
- Render solid color + depth texture
- Compute transparent color depending on depth texture
Is it possible to use the regular color framebuffer and a depth texture in these steps, or do I need to use a separate color buffer (render/texture buffer) since I’m using FBO?
The specs are a bit unclear here, or rather, I couldn’t find the appropriate section.