Generell kann man Transparenz in OpenGL durch Blending erreichen d.h. Pixel, die beim Rendern übereinander in den Framebuffer gezeichnet werden, werden miteinander verrechnet um die letztliche Farbe für dieses Pixel zu bestimmen. Eingeschaltet wird die Blending-Funktionalität via glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) und [ Read More ]
This implementation example is thought to give an idea of how to realize a shader-based approach for screen space ambient occlusion. Additionally it might give a a basic introduction to shader programming with GLSL. The vector based SSAO approach is [ Read More ]
Some graphical operations require computations to be done on every pixel on the image plane. Any post processing steps and image filter operations in particular are typical examples. Therefor a rendering step is necessary that does not consider specific geometry [ Read More ]





