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authorClément Foucault <foucault.clem@gmail.com>2020-03-26 17:36:15 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-26 17:55:16 +0300
commite000dcb8490880d6d49aa91588c457612685e9f1 (patch)
treea1872556d19a2751455ab803cb13d00318ee63b8 /source/blender/gpu
parent458f50ba73bcd233176f9afadc3273acf05e4f53 (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
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