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Severe Z-fighting on geometry that is "too close" #24

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w23 opened this issue Oct 20, 2017 · 2 comments
Open

Severe Z-fighting on geometry that is "too close" #24

w23 opened this issue Oct 20, 2017 · 2 comments
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@w23
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w23 commented Oct 20, 2017

I don't mean coplanar surfaces from different maps.
Should either tweak z-buffer params, or completely change z buffer approach to something less naive and more contemporary.

@w23 w23 added the bug label Oct 20, 2017
@w23 w23 added this to the 0.2: reimplementaion in bare C on top of atto milestone Oct 20, 2017
@w23 w23 self-assigned this Oct 20, 2017
@w23 w23 modified the milestones: 0.2: reimplementaion in bare C on top of atto, Half-Life 2 Nov 1, 2017
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w23 commented Dec 21, 2017

Reversed-z would be ideal. However, OpenGL is crap (for its -1 to 1 mapping which destroys precision for no good reason), and OpenGL < 4.5 (which also implies ES) is double crap, because it doesn't have a way around that (glClipControl is either ext or gl 4.5).

So, according to this: https://developer.nvidia.com/content/depth-precision-visualized my best option seems to be to try separating projection matrix from model-view.

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w23 commented Dec 21, 2017

Separating projection matrix from model-view matrix doesn't lead to image improvement.

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