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author | Clément Foucault <foucault.clem@gmail.com> | 2020-03-26 17:36:15 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-03-26 17:55:16 +0300 |
commit | e000dcb8490880d6d49aa91588c457612685e9f1 (patch) | |
tree | a1872556d19a2751455ab803cb13d00318ee63b8 /source/blender/gpu/intern/gpu_buffers.c | |
parent | 458f50ba73bcd233176f9afadc3273acf05e4f53 (diff) |
Overlay: Wireframe: New method to avoid zfighting with geometry
This new method is only enabled if Overlay Smooth Wire is enabled.
This method gives really nice results but has some downside:
- Require a depth copy or loose the ability to write wire depth to the
depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost.
- Require some depth sampling and prevent early depth test (i.e: has
some performance impact).
- Has some relatively minor instability with geometry that are perpendicular
to the view and intersecting with other geometry.
Pros:
- Compared to a fullpass approach this is surely going to have less
performance impact and much higher quality.
- Removes the additional vertex offset. (see T74961)
- Fixes all half edges z-fighting.
{F8428014}
{F8428015}
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7233
Diffstat (limited to 'source/blender/gpu/intern/gpu_buffers.c')
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