[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 ...

Michael Crawford psyborgue at mac.com
Sat May 5 04:21:28 CEST 2007


On May 4, 2007, at 9:49 PM, GSR wrote:

> 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?

Sorry, I missed that email. (really busy here for the next few hours)

The second link pretty much mirrors what the Book's chapter says  
(actually goes further)..   The author of the paper (no surprise)  
cites the mentioned book chapter as a reference.




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