Porting a depth peeling example to modern OpenGL
Posted by
elect on
Oct 10, 2013; 3:28pm
URL: https://forum.jogamp.org/Porting-a-depth-peeling-example-to-modern-OpenGL-tp4030224.html
Hi,
I am trying to port an example of the depth peeling, an Order Independent Transparency technique, to the so-called modern OpenGL (3.3+) but since I am a beginner, it is not that easy ^^
Here you can find a working version (the GL2) and the one in progress (the GL3)
https://github.com/elect86/modern-jogl-examples/tree/master/modern-jogl-examples/src/depthPeelingI implemented everything that I could, VBOs, VAOs, modelview and projection matrixes as UBOs, ftransform(), etc..
I have problems with the shaders, especially with programs based on multiple vertex and fragment shaders (I have still never encountered them) and also the gl_TexCoord[] variable (that should be deprecated, shouldnt it?
Is it ok declaring the UBO only in the VS using the variables included or shall I also declare it in the other VS linked in the same program?