2 ms·
>good riddens to the old clip space, 0...1 really is the correct option More like 1...0, which nicely improves depth precision. Annoyingly due to symmetric -1.
by garaetjjte 4y ago
>good riddens to the old clip space, 0...1 really is the correct option
More like 1...0, which nicely improves depth precision. Annoyingly due to symmetric -1...1 range reverse-Z cannot be used on OpenGL out of the box, but it can be fixed with ARB_clip_control. https://developer.nvidia.com/content/depth-precision-visualized https://developer.nvidia.com/content/depth-precision-visuali...