标签:
1.对每个mesh 在脚本里加bias 由美术勾 {a. vertex shader b. depth bias slop depth bias rasterizateState}
2.inverse depth
http://outerra.blogspot.hk/2012/11/maximizing-depth-buffer-range-and.html
https://developer.nvidia.com/content/depth-precision-visualized
还有说什么log的depth
gl_Position.z = 2.0*log(gl_Position.w*C + 1)/log(far*C + 1) - 1;
gl_Position.z *= gl_Position.w;
or
gl_Position.z = 2.0*log(gl_Position.w/near)/log(far/near) - 1;
gl_Position.z *= gl_Position.w;
3.linear depth
标签:
原文地址:http://www.cnblogs.com/minggoddess/p/5729570.html