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I like how they pay attention to backward compatibility, particularly with "Reverse Z for the depth buffer" in the linked blog post[1]: 1. I'm sorry we brok
by omoikane 2y ago
I like how they pay attention to backward compatibility, particularly with "Reverse Z for the depth buffer" in the linked blog post[1]:
1. I'm sorry we broke your shader.
2. I trust you know how to fix your shader.
3. We promise not to break your shader again by changing the definition of clip space anytime soon.
[1] https://godotengine.org/article/introducing-reverse-z/ https://godotengine.org/article/introducing-reverse-z/
- tapoxi 2y agoIt also prints out a helpful warning: https://preview.redd.it/dev-snapshot-godot-4-3-dev-6-v0-rh3moat1ovxc1.png?width=880&format=png&auto=webp&s=4f4f6c60eb081171cd9f887164b67af1dec2820b https://preview.redd.it/dev-snapshot-godot-4-3-dev-6-v0-rh3m...