3 ms·
You could try using the Z buffer instead of the stencil buffer. Give each object a different Z coordinate and use GL_LESS/GL_GREATER depth tests to avoid overdr
by pcwalton 5y ago
You could try using the Z buffer instead of the stencil buffer. Give each object a different Z coordinate and use GL_LESS/GL_GREATER depth tests to avoid overdrawing.
- thomasikzelf 5y agoI tried this but it rules out doing antialiasing in the fragment shader.
- pcwalton 5y agoIt shouldn't if you submit the paths from back to front and enable blending. You can then use analytic AA (distance-based or whatever you'd like) to blend with paths behind the one you're currently drawing.