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#252389 - 02/03/09 07:59 AM Stencil Routed A-Buffer
quasarquantum Offline
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Registered: 01/29/09
Posts: 4
Hi all!
I tried to implement a paper called "Stencil Routed A-Buffer" from Nvidia with OpenGL and GLSL, using the extension mentioned on one of the authors' homepage L. Bavoil. What the paper does is routing samples by setting different stencil bitmasks for every sample in the multisampled stencilbuffer. The extension does allow reading from single samples after rendering, and setting alpha bit masks to render to specific samples per pass... but no separate stencil mask for every sample that could be decremented during the pass to render different values into each single sample.
Is it in any way possible to access the stencil buffer from within the shader, maybe with a packed depth stencil renderbuffer? Or can i in some way create a multisample stencil buffer? Maybe i am overlooking something...

Any help is appreciated,

Quasar

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#252452 - 02/04/09 09:03 AM Re: Stencil Routed A-Buffer [Re: quasarquantum]
Dark Photon Online   content
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Registered: 10/06/04
Posts: 946
Loc: Druidia
Hmm. Don't know off hand, but this reminds me of an extension:

* NV_explicit_multisample

Among other things, provides "The ability to fetch a specific sample from a multisampled texture". Could be used to infer the stencil values, even if the multisample stencil buffer couldn't be queried directly (and I don't know -- maybe it can).


Edited by Dark Photon (02/04/09 09:03 AM)

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#252525 - 02/06/09 06:49 AM Re: Stencil Routed A-Buffer [Re: Dark Photon]
quasarquantum Offline
Newbie

Registered: 01/29/09
Posts: 4
It does work with that extension :-)

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#253016 - 02/15/09 01:39 PM Re: Stencil Routed A-Buffer [Re: quasarquantum]
Ido Ilan Offline
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Registered: 02/08/05
Posts: 77
Loc: Israel
Hi,

I've been wanting to try this approach myself in OpenGL.
Can you share a sample.

Ido
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Ido Ilan

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