• Advertisement
Sign in to follow this  

Simulate GL_depth_clamp in DX9 SM3.0

This topic is 2148 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I think this can solve problems with shadow volumes and deferred light volumes


pass real perspective ZW to PS
set output POSITION Z = abs(W) * sign(Z)

this chucks pixel onto far plane whilst keeping sign intact (for near plane clipping) for both RH and LH projections


set output DEPTH = min(1.0, Z / W);

This clamps distant geometry to the far plane

Besides disabling early-z and friends can anybody see a problem with this approach? Edited by skytiger

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement