0027925: Visualization - implement order-independent transparency algorithm within rasterization rendering
The weighted, blended order-independent transparency algorithm has been added rasterization pipeline.
It requires shaders, multiple render targets extension and floating point texture format.
Patch does not modify API and does not require porting - it adds new rendering options (vrenderparams):
- OIT-enabling flag and,
- Scalar factor [0-1] controlling influence of a fragment's depth to its visibility.
The feature supports MSAA, OpenGL ES 2.0 and ANGLE.
The usage rules for default transparency algorithm become simpler - rendering priority of transparent graphical
structures is managed automatically, therefore no need to change it application side.