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09 January 2013 - 03:41 AM
You are completely right! Thanks alot.
Now I know that I should not take such shortcuts in order to "optimize".
08 January 2013 - 01:03 PM
Thanks for the reply.
I made a very stupid mistake by writing aPosition instead of vPosition in the second code snippet.
So the following gives artifacts:
aPosition = uView * uModel * vPosition; gl_Position = uProjection * aPosition;
The following works:
aPosition = uView * uModel * vPosition; gl_Position = uProjection * uView * uModel * vPosition; //vPosition instead of aPosition
It seems strange to me why these different lines of code return different results.
About the depth testing: Yes, I could have set it to GL_LEQUAL and leave it there. Good point!
Thanks
15 July 2012 - 04:56 AM
04 July 2012 - 05:26 AM
10 June 2012 - 12:46 PM