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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/depthPeeling

I 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?