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For the log depth / multi frustum stuff, here's another idea for frustum/projection. But I guess there are too many things like putting 3dtiles on top of terrain that make this more complicated that what I wrote...
Use a projection that maps near far to 1-0 so that all the precision is in the back of the frustum.
post process the depth buffer to remap the gl_FragDepth values assuming the tight near far (may have to use a polygon offset in one of the writes to be on the safe side, i.e. push them back a little assuming the next step...)
Proceed as normal using the depth buffer to get some early z since its a decent/conservative approx of depth (still write actual depth values).
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@loshjawrence if I understand the context here, these are some of your suggestions for fixing a particular bug. If so, can you put these notes in the relevant issue and close this? Otherwise this is just going to get lost.
I don't think this should be considered among fixes for the code sprint since it could end up being a considerable amount of work and end up not fixing anything, just something to experiment with in the future.
For the log depth / multi frustum stuff, here's another idea for frustum/projection. But I guess there are too many things like putting 3dtiles on top of terrain that make this more complicated that what I wrote...
The text was updated successfully, but these errors were encountered: