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[SOLVED] Depth precision


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Posted

Hi,

We are having some depth precision issues in distant areas when rendering scenes with very close surfaces.

We tried to enable the render_use_d32f flag to use a 32-bit floating point depth buffer, but it didn't make any difference. Is there something else that needs to be done ?
Also, is it possible (or planned to be) to use a logarithmic depth buffer ?

We are using the Unigine SDK 2013-08-16, with the DX 11 renderer.

Thanks in advance,

Nicolas M.

  • 4 weeks later...
Posted

Hi there, Nicolas!

 

I've answered directly to Kemal by email. Let me copy the answer here (email was sent 25.07.2014) :

 

 

I've got an answer from our CTO.

He said that 32 bit depth buffer won't give you more precision. Also, he's working on a new shader system so he can start thinking about depth buffer after he'll finish the shaders.

If you're going to implement logarithmic depth buffer by your own you probably want start looking at core/shaders/default shaders. All you need to do is change z screen coordinate calculation (use log2 here) in all vertex shaders. That might be tricky as we have a lot a shaders.

 

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