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brucile

weird thing about FBO + z-cull ...

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I setup a renderbuffer with FBO. first pass set the value between [0 1] for depth buffer in pixel shader. second pass, disable the depth buffer write and perform z-cull. it seems to be working, because when I use differernt z value, the occlusion query gives different results. but the problem is, when use z value 0, and depth function GL_LESS, there are alot of pixel that don't pass. by my observation, the depth value stored seems to be in [-1 1]. how can this happen. in addtion, when I set GL_LESS, it works like GL_GREATER, since I increase the z - value , more pixels gets passing. weird.

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