[Public WebGL] Is depth peeling supported in WebGL

Nicolas Rannou [email protected]
Wed Feb 1 12:59:50 PST 2012


Thanks for the quick answer!

Would you have any suggestion about the best approach then?
or is there any plan to integrate the "missing" features?

On Wed, Feb 1, 2012 at 3:35 PM, Ben Vanik <[email protected]> wrote:

> 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
>>
>>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://khronos.org/pipermail/public_webgl_khronos.org/attachments/20120201/77d531cc/attachment.html>


More information about the public_webgl mailing list