OIT: move towards 4 passes ( clear - build - collapse - render )
correct oitRender again: we need to disable stencil reading and writing and restore after
correct oitRenddr again; correct coming to paused state (we could crash)
Make sure we don't create a feedback loop in oitRender
Make us read only the DEPTH part of a DEPTH24_STENCIL8 attachment.
Reengineer DistortedScreen
OIT: correct depth
Postprocessing: dont crash when we fail to compile postprocessing programs
OIT: some progress
OIT: more bugfixes
OIT: lots of progress on all fronts. Still a few bugs to solve though!
OIT: clear the postprocessing buffer with transparent white.
Properly recreate the Atomic and LinkedList buffers onPause.We have to discard all alpha==0.0 pixels during OIT Pass1.
small correction for blending OIT colors.
minor.
OIT: something starts working ('Blur' and 'Multiblur' work, 'Triblur' and 'Transparency' do not)
Fix the 'OIT' artefacts.
Fixes ported from the 'OIT' branch:
- remove counting of transparent pixels- various fixes for the Mali GPU
still debugging the OIT
- remove counting of transparent pixels from main fragment shader- remove debugs and tidy up- some fixes for the Mali GPU
Order Independent Transparency: debugging
Order Independent Transparency: some progress
Order Independent Transparency. Does not work yet.
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