Hi, thanks for the answer.
Even if this 2 pass solution has some artifacts, it solves partly the conflict beetween depth and transparency found many times by users.
I tried to make patches that could automaticaly solve this.
and not have to construct a list of the objects to render. Or z-sorting them.
jit.gl.camera does not take shaders like jit.gl.nodes.
So I will have to apply 2 different shaders for all objects
1_ apply shader 1 simulating: glalphafunc equal 1., glenable alpha_test, gldepthmask 1
2_ bang the camera/capture 1
3_ apply shader 2 simulating: glalphafunc less 1., gldepthmask 0
4_ bang the camera/capture 2
5_ bang the mixing cameras
So not an "automatic=1" possibility.
and with 2 nodes capturing with shaders, i need to duplicate the objects for each nodes...
I'm going to try with a pre-mrt shader for objects filling the 2 times ( images + norm-depth) perhaps?
and then processing the capture=4
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depth_write is equivalent to gldepthmask,
Is depth_enable=1 is equivalent to glenable alpha_test?
if it is:
Having glAlphaFunc exposed as attributes for the camera will allow the 2 passes through 2 cameras in automatic.
Perhaps the devault value could be the one used in max rendering.
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Also:
Are you planing in the future to have a kind of z-sorting system?
Could you give a way to access the internal list of object linked to a node? So I could construct a 2pass sketch..
Thanks