Okay, so I did mean the code that sets up the projection matrix - just looking to make sure it maps to your depth range of 0.0 to 1.0, but if that's always worked and you're confident in it.
I mean set gl_FragDepth to 0 in the fragment shader, but certainly you could also try fiddling with gl_Position (although with w as 1) to try and beat other oddities to the surface. Really these won't solve anything, they'll just allow you to spot inconsistencies and maybe pickup a clue nugget.
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#1freakchild
Posted 07 November 2012 - 07:13 PM
Okay, so I did mean the code that sets up the projection matrix - just looking to make sure it maps to your depth range of 0.0 to 1.0, but if that's always worked and you're confident in it.
I mean set gl_FragDepth to 0 in the fragment shader, but certainly you could also try fiddling with gl_Position (although with w as 1) to try and beat other oddities to the surface. Really these won't solve anything, they'll just allow you to spot inconsistencies and maybe a clue.
I mean set gl_FragDepth to 0 in the fragment shader, but certainly you could also try fiddling with gl_Position (although with w as 1) to try and beat other oddities to the surface. Really these won't solve anything, they'll just allow you to spot inconsistencies and maybe a clue.