On Tuesday, 14 January 2020 04:47:32 UTC, Infinite Reality wrote:
>
> What is the principle of Depth Partition?
>
Depth buffer precision is dependent upon the near/far distance ratio, the
lower this ratio the lower the precision and more z fighting you have -
where pixels of polygons that are cl
Thank you for your reply.
What is the principle of Depth Partition?
On Monday, January 13, 2020 at 4:50:36 AM UTC+1, MS wrote:
>
> Depth partition for long distances is a very old(90s-early 2000s) way to
> do this type of effect.
> Google reverse zbuffer and logarithmic depth buffer. The later c
Depth partition for long distances is a very old(90s-early 2000s) way to do
this type of effect.
Google reverse zbuffer and logarithmic depth buffer. The later can give you
galactic distances.
On Sun, Jan 12, 2020 at 1:57 PM Infinite Reality <
infinite.reality.solut...@gmail.com> wrote:
> Hi,
> I