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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Implementing order-independent transparency


Transparency can be a difficult effect to do accurately in pipeline architectures like OpenGL. The general technique is to draw opaque objects first, with the depth buffer enabled, then to make the depth buffer read-only (using glDepthMask), disable the depth test, and draw the transparent geometry. However, care must be taken to ensure that the transparent geometry is drawn from back to front. That is, objects farther from the viewer should be drawn before the objects that are closer. This requires some sort of depth-sorting to take place prior to rendering.

The following images show an example of a block of small, semi-transparent spheres with some semi-transparent cubes placed evenly within them. On the right-hand side, the objects are rendered in an arbitrary order, using standard OpenGL blending. The result looks incorrect because objects are blended in an improper order. The cubes, which were drawn last, appear to be on top of the spheres...

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