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OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
Tools
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Author (1):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
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Toc

Table of Contents (10) Chapters Close

Preface 1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing order-independent transparency using dual depth peeling


In this recipe, we will implement dual depth peeling. The main idea behind this method is to peel two depth layers at the same time. This results in a much better performance with the same output, as dual depth peeling peels two layers at a time; one from the front and one from the back.

Getting ready

The code for this recipe is contained in the Chapter6/DualDepthPeeling folder.

How to do it…

The steps required to implement dual depth peeling are as follows:

  1. Create an FBO and attach six textures in all: two for storing the front buffer, two for storing the back buffer, and two for storing the depth buffer values.

    glGenFramebuffers(1, &dualDepthFBOID); 
    glGenTextures (2, texID);
    glGenTextures (2, backTexID);
    glGenTextures (2, depthTexID);
    for(int i=0;i<2;i++) {
    glBindTexture(GL_TEXTURE_RECTANGLE, depthTexID[i]);
    //set texture parameters
    glTexImage2D(GL_TEXTURE_RECTANGLE , 0, GL_FLOAT_RG32_NV, WIDTH, HEIGHT, 0, GL_RGB, GL_FLOAT...
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