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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 | 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 second option is faster but doesn't work for polygons that intersect the near plane of the camera (e.g. terrain), so you should use it by default unless visual bugs appear. | ||
* '''1st option''' | * '''1st option''' | ||
Add the following to the vertex shader: | Add the following to the vertex shader: | ||
<syntaxhighlight lang="glsl"> | <syntaxhighlight lang="glsl"> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
* '''2nd option''' | * '''2nd option''' | ||
Add the following to the vertex shader: | Add the following to the vertex shader: | ||
<syntaxhighlight lang="glsl"> | <syntaxhighlight lang="glsl"> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
== | == Pipeline technical notes == | ||
=== Default (Low-Spec) === | === Default (Low-Spec) === | ||
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=== ALS === | === ALS === | ||
{{See also|ALS technical notes}} | |||
The ALS pipeline tries to bring multipass rendering to the current ALS framework, effectively combining the best from ALS and Project Rembrandt. | The ALS pipeline tries to bring multipass rendering to the current ALS framework, effectively combining the best from ALS and Project Rembrandt. |
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