New answers tagged directx10
The Z coordinate has a different meaning when we're talking about viewport coordinates. In most vertex shaders, at some point you are multiplying each vertex by a projection matrix in order to convert world coordinates into viewport coordinates. After leaving the vertex shader, each vertex will be then divided by the W value. The resulting value is now in ...
Not sure if you've heard about this, but many games will do a "depth only" first render to fill in the z buffer, then they do the usual, more expensive pass, only where the pixel z matches the depth buffer z. This can really help with overdraw problems and reduce wasted fill rate.
It appears that this may not be possible, as noted in this blog post about the Outerra engine. I successfully moved the log depth buffer calculations into the vertex shader. This solved my problem with the Early-Z testing, but it also led to deal-breaking artifacts with triangles that were too close to / crossed the camera. Apparently the only way to fix ...
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