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It also don't fit with depth partitioning because the depth buffer should be kept to retain the view space position, so for the moment, z-fighting is quite visible. Depth partitioning with non overlapping depth range might be the solution and should be experimented at one point. | It also don't fit with depth partitioning because the depth buffer should be kept to retain the view space position, so for the moment, z-fighting is quite visible. Depth partitioning with non overlapping depth range might be the solution and should be experimented at one point. | ||
== Implementation == | |||
== Guidelines for shader writers == | |||
== References == | |||
*[http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf Deferred Rendering in Killzone 2] |
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