[Public WebGL] Is depth peeling supported in WebGL

Gregg Tavares (勤) [email protected]
Wed Feb 1 13:17:13 PST 2012


On Wed, Feb 1, 2012 at 1:10 PM, Florian Bösch <[email protected]> wrote:

>
> 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).
>
>
http://www.khronos.org/registry/gles/extensions/NV/GL_NV_fbo_color_attachments.txt


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