Thanks Wojtek,
That's very useful information. I must admit, the non linear relationship
between depth map values and view space z coordinates was something that
escaped me. I had assumed the depth value spread was linear between near and
far planes.
So that leaves me with a question about
Chris,
Please read following page, until final conclusion:
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
So if you have gone to the conclusion you should now understand why
computeNearFar is added to OSG. It simply allows to better utilize depth
buffer range. Compute NearFar
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