[Bf-committers] Re: Re: Re: Re: [Bf-blender-cvs] CVS commit: blender/source/blender/blenkernel BKE_material.h blender/source/blender/blenkernel/intern material.c blender/source/blender/blenloader/intern readfile.c blender/source/blender/makesdna DNA_material_types.h blender/source/blender/render/extern/include RE_pipeline.h blender/source/blender/render/intern/include sss.h ...

GSR gsr.b3d at infernal-iceberg.com
Sat May 5 03:49:25 CEST 2007


Hi,
psyborgue at mac.com (2007-05-04 at 2126.40 -0400):
> The link given is just the "chapter examples"...  The chapter itself  
> explains the technique.

There must be some miscommunication issue as there were multiple links
and two describe depth peeling, at least in relation to other things,
see:
Page 3 of http://developer.nvidia.com/attach/6545
Page 4 of http://ima.udg.es/~amendez/TIN2004/docs/realtimeobs_shaderx4.pdf

So rephrasing: does the chapter explain something vital beyond what
the above docs describe about depth peeling?

GSR
 


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