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==== Rendering correct depth ==== | ==== Rendering correct depth ==== | ||
The ALS pipeline uses a logarithmic depth buffer. This is accomplished by writing to <tt>gl_FragDepth</tt> in the fragment shader or by modifying <tt>gl_Position.z</tt> in the vertex shader. The 2nd option is faster but doesn't work for | The ALS pipeline uses a logarithmic depth buffer. This is accomplished by writing to <tt>gl_FragDepth</tt> in the fragment shader or by modifying <tt>gl_Position.z</tt> in the vertex shader. The 2nd option is faster but doesn't work for polygons that intersect of the near plane of the camera (e.g. terrain), so you should use it by default unless visual bugs appear. | ||
* '''1st option'''. | * '''1st option'''. |
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