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Latest depth Activity

Hi

I'm trying to implement wireframe drawing with hidden line removal. In the geometry shader I make lines from the input triangle. I plan to change the z-value in the geometry shader so that the lines are closer to the camera to avoid stippling (maybe this approach is wrong too). 

I want to do …

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gl_FragDepth is a value output by the fragment shader, it has whatever value you calculate for it. 

Are you asking what the value will be that's used for normally used depth testing and eventually stored in the depth buffer if you don't output gl_FragDepth? There can potentially be many fragmen…

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Adaptive Depth offset for texture sampling

No correction for shadow cascade variance and tricky interpolation stuff (it's always more complicated than I think), I was wondering why it showed up in such an odd pattern, it seems blindingly obvious in retrospect. Glad you found the answer.

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