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ToolTech
04-19-2002, 04:57 AM
Are there any stencil based algos used to create order independant transparency ?

davepermen
04-19-2002, 05:07 AM
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..

cass
04-19-2002, 08:18 AM
I don't know of any stencil-based approaches for OIT.

davepermen
04-19-2002, 09:12 AM
me neighter..

but i find it quite useless anyways..

Decimal Dave
04-19-2002, 04:25 PM
>>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.

gumby
04-19-2002, 06:14 PM
(it's neither btw)
you don't even speak english,
so don't tell people how to spell :>

davepermen
04-20-2002, 12:15 AM
well i do speak english, just not at home.
what is it then?

Jambolo
04-21-2002, 02:52 PM
Originally posted by davepermen:
me neighter..


Ha ha, you correct Tooltech's spelling and then you mispell "neither". This board needs to lighten up. http://www.opengl.org/discussion_boards/ubb/tongue.gif

[This message has been edited by Jambolo (edited 04-21-2002).]

ToolTech
04-21-2002, 10:46 PM
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 ?