Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 2 of 2

Thread: Can depth peeling be implemented without any shader?

  1. #1
    Intern Contributor
    Join Date
    Dec 2011
    Posts
    59

    Can depth peeling be implemented without any shader?

    I don't know shaders, but I have a basic idea of their concept.


    I need to implement depth peeling and so I would like to know if first I should go deeper into the shader world or it could be implemented without shaders, just using smartly the glDepthFunc..



    Thanks in advance

  2. #2
    Member Regular Contributor malexander's Avatar
    Join Date
    Aug 2009
    Location
    Ontario
    Posts
    317
    No, you need a shader. Depth peeling requires that you do 2 depth tests, and it's only possible to do 1 depth test using the regular GL depth-test without a shader. The fragment shader needs to do the second depth test manually by looking up the second depth in a depth texture via a texel fetch or texture call.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •