[Public WebGL] Is depth peeling supported in WebGL

Ben Vanik [email protected]
Wed Feb 1 12:35:49 PST 2012

Not without some modifications to the algorithm that would almost certainly
be cost prohibitive. There is no support for multiple render targets and no
MIN/MAX blending functions, so you'd need to not only double the number of
passes but then do the blending of the results of each pass yourself in
another shader.

On Wed, Feb 1, 2012 at 12:25 PM, Nicolas Rannou <[email protected]>wrote:

> Hello,
> I'm new to the webgl world and I was wondering if depth peeling is/will be
> supported in webgl?
> Which would be the best (performance/appearance) way to render transparent
> objects which are overlapping?
> Thanks,
> Nicolas
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