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Can depth peeling be implemented without any shader?


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#1 elect   Members   -  Reputation: 117

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Posted 10 June 2013 - 05:53 AM

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..

 



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#2 RobTheBloke   Crossbones+   -  Reputation: 2349

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Posted 10 June 2013 - 08:52 AM

Depth peeling needs to perform this test on each pixel:

if( pixel_depth < depth_buffer_value || pixel_depth > peeled_depth_value )
{
  discard;
}

 

With the old FF style rendering, you could only ever do a single depth query (i.e. glDepthFunc, GL_LEQUAL, GL_LESS, etc). The test you need for depth peeling has two depth queries per pixel, which means there isn't any way to shoehorn it into a single glDepthFunc param. You will need to do this in a shader.



#3 MarekKnows.com   Members   -  Reputation: 942

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Posted 20 June 2013 - 08:23 AM

You can grab sample code for Dual Depth peeling from Nvidia: http://developer.download.nvidia.com/SDK/10.5/opengl/screenshots/samples/dual_depth_peeling.html


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