Hi,
I'm wanting to implement a stencil routed A-buffer in OpenGL, as in this paper :
http://www.sci.utah.edu/~bavoil/rese...fer_Sigg07.pdf
Does anyone have any code to post ?
Or can anyone give me some pointers on how to set up the stencil test ? The first thing I would do is set up a multisample FBO with, for example, a 4 sample color render buffer, and a 4 sample depth-stencil render buffer. How then do I set up the stencil test ?
Code :// do I have to bind the framebuffer, and a particular render buffer (color / depth-stencil) here first ? glEnable(GL_SAMPLE_MASK_NV); GLbitfield M = 1; for (unsigned int si=0; si<num_samples; ++si) { glSampleMaskIndexedNV(si, M); M = M << 1; } glEnable(GL_STENCIL_TEST); glStencilFunc(GL_EQUAL, 0x01, 0xFF); glStencilOp(GL_DECR, GL_DECR, GL_DECR); // rendering ... // before rendering to the FBO do I glClearStencil(), and with what ? glDisable(GL_MULTISAMPLE) glDisable(GL_DEPTH_TEST) // don't need it (but can't create a stencil-only render buffer) glEnable(GL_STENCIL_TEST) // set up fragment shader (Cg .. using samplerRBUF ..) // use glTexRenderbufferNV(GL_TEXTURE_RENDERBUFFER_NV, ...) to let the shader access the render buffer // etc // Render to FBO
Any help would be much appreciated.



