ugh can some rendering expert remind me how you store a depth buffer for deferred rendering.
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ugh can some rendering expert remind me how you store a depth buffer for deferred rendering. do you linearize the depth before you store it by dividing by w? i can never remember
also do you still have to do that if you're reading from SV_POSITION semantic in the fragment shader?
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ugh can some rendering expert remind me how you store a depth buffer for deferred rendering. do you linearize the depth before you store it by dividing by w? i can never remember
also do you still have to do that if you're reading from SV_POSITION semantic in the fragment shader?
@eniko Tweaking depth before storing it manually in fragment shader disable early depth test. Is there a reason just a normal depth buffer doesn't work for you?
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@eniko Tweaking depth before storing it manually in fragment shader disable early depth test. Is there a reason just a normal depth buffer doesn't work for you?
@eniko What I usually did is use a normal depth buffer (with non-linear depth due to perspective), and only linearize it (i.e. convert to world-space distances) later in various post-processing that actually needs it
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@eniko What I usually did is use a normal depth buffer (with non-linear depth due to perspective), and only linearize it (i.e. convert to world-space distances) later in various post-processing that actually needs it
@lisyarus sorry, i meant normalize not linearize