[Public WebGL] Is depth peeling supported in WebGL

Florian Bösch [email protected]
Wed Feb 1 13:10:57 PST 2012


On Wed, Feb 1, 2012 at 9:59 PM, Nicolas Rannou <[email protected]> wrote:
> Would you have any suggestion about the best approach then?

1) Render the scenes color to a texture
3) Render the scenes depth to a texture
5) Render the scene color comparing against the texture from step #3
and discard the fragment when it closely approaches the read depth
6) Render the scenes depth comparing against the texture from step #3
and discard the fragment when it closely approaches the read depth
7) Replace reference to depth texture from step #3 with depth texture
from step #6
8) goto step 5 until desired amount of peels are filled
9) compose the resultant color buffers back to front

You will have 2 renders of the scene per peel + one compositing step at the end.

> or is there any plan to integrate the "missing" features?
WebGL is defined by Khronos to be OpenGL ES 2.0 compatible. OpenGL ES
2.0 does not have functionality for multiple render targets (nor does
it have an extension for it).

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