Handling huge depth range spans

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11 comments, last by tseval 14 years, 8 months ago
I can adjust the near clipping plane in the frustum culling to avoid the problem, but I also ran into the interpolation problems mentioned on cameni's blog, so I went back to the split scene solution for the time being.

However, I was wondering if this could be done per fragment instead of per vertex? Wouldn't this eliminate the interpolation problem?

@cameni: The problem was that all objects close to the camera were culled by the near clipping plane in the software frustum, indicating that the z coordinate before projection was closer to the screen than the modified depth coordinate in GL.
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Quote:Original post by tseval
However, I was wondering if this could be done per fragment instead of per vertex? Wouldn't this eliminate the interpolation problem?
That's what Ysaneya did - see in his journal. I was going to test it but he did it sooner [smile]

Great, thanks! I'll check it out

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