This sample shows how NV_path_rendering content and conventional 3D graphics can be mixed in the same 3D scene.
The OpenGL samples all share a common app framework and certain user interface elements, centered around the "Tweakbar" panel on the left side of the screen, which lets you interactively control certain variables in each sample.
To show and hide the Tweakbar, simply click or touch the triangular button positioned in the top-left of the view.
Other controls are listed below.
glPathStencilDepthOffsetNV
is used to
displace depth values forward during the stencil step
for the tiger paths so they can be depth tested
during the
glStencilFillPathNV
and
glStencilStrokePathNV
steps. Then during
the respective cover operations performed by either
glCoverStrokePathNV
or
glCoverFillPathNV
, the depth value is
always written. This allows the tiger paths to be
"stacked up" upon each other in a plane of space
without Z fighting artifacts. See "Mixing Path
Rendering and 3D" for a more complete
explanation.
NVIDIA® GameWorks™ Documentation Rev. 1.0.220830 ©2014-2022. NVIDIA Corporation and affiliates. All Rights Reserved.