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For iphone instal Geeks3D FurMark 1.37.21/27/2024 ![]() ![]() Z is nonlinear because perspective-correct rasterization requires linear interpolation of 1/z - linear interpolation of z itself does not produce the correct results. In this thread, there is a nice explanation about the non-linearity of the depth buffer: But z values are linear in screen space (see here). There is more precision close to the camera (or eye) and less precision far from the eye. In a perspective projection, the z buffer value is non-linear in eye space: in short, depth values are proportional to the reciprocal of the z value is eye space (see here). vec4 sceneTexel = texture2D(sceneSampler, uv) Here is the GLSL source code of this post processing shader: On the left part, you see the linearized depth buffer values (see the function LinearizeDepth()) while on the right part you see the values from a direct depth buffer reading (these values are non-linear – more explanations below). Geexlab-demopack-gl-21/d44-depth-buffer/main.xml file.ĭepth buffer (or z buffer) visualization is implemented with a post processing filter (see details in the demo source code). Unzip the demopack archive, and load (drag and drop) in GeeXLab the The demo is available in the GeeXLab OpenGL 2.1 demopack: Here is a demo that shows how to visualize the depth buffer in GLSL with GeeXLab. This post can be seen as a reply to this thread. ![]()
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