I have modified Mesa 5.0.1 to use the stencil buffer as a second depth testing facility to implement Depth Peeling for order independet transparency with OSMesa.
It currently is only useful with OSMesa, as I added functions to brutefully set depth and stencil buffer by handing over a pointer to it (which could be made somewhat nicer and safer I presume)
If someone is interested in this work or wants to review it, feel free to contact me or post here.
That’s beautiful, you have actually figured out what to do with the source code and pushed the z-buffer and stencil both to 32 bpp.
That’s something some of us have wanted for a while. So you can add support for any precision now, right? double, long double
I wanted this in case some people don’t have a NV card. Having a software renderer isn’t bad when one doesn’t have the hardware and suits well for offline rendering.
What is OSMesa exactly? It’s considered a separate component from MESA or …
Originally posted by V-man:
That’s something some of us have wanted for a while. So you can add support for any precision now, right? double, long double
We could give this a try…
I think you just have to edit the src/config.h File and mtypes.h to set the right type for GLstencil. What I can’t tell is, if all of the algorithms will still work consistently.
What is OSMesa exactly? It’s considered a separate component from MESA or …
OSMesa is some sort of extension for software-rendering into an arbitrarily sized buffer, by Brian Paul. Pro: arbitrary buffer without special extensions needed, Con: no accelaration. Brian Paul has made a nice comparison of the different techniques: http://www.mesa3d.org/brianp/sig97/offscrn.htm